diff --git a/include/rendering/vk_utils.hpp b/include/rendering/vk_utils.hpp index e64104f9..40847ad1 100644 --- a/include/rendering/vk_utils.hpp +++ b/include/rendering/vk_utils.hpp @@ -48,7 +48,7 @@ AllocatedBuffer uploadBuffer(VkContext& ctx, const void* data, VkDeviceSize size VkBufferUsageFlags usage); // Check VkResult and log on failure -inline bool vkCheck(VkResult result, const char* msg) { +inline bool vkCheck(VkResult result, [[maybe_unused]] const char* msg) { if (result != VK_SUCCESS) { // Caller should log the message return false; diff --git a/src/game/world_packets.cpp b/src/game/world_packets.cpp index c3fac72a..51b7bf44 100644 --- a/src/game/world_packets.cpp +++ b/src/game/world_packets.cpp @@ -4276,6 +4276,7 @@ network::Packet AuctionListItemsPacket::build( p.writeUInt32(quality); p.writeUInt8(usableOnly); p.writeUInt8(0); // getAll (0 = normal search) + p.writeUInt8(exactMatch); // Sort columns (0 = none) p.writeUInt8(0); return p; diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index 8c0ae570..d1e6fa22 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -3766,7 +3766,6 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) { // Track bag slot screen rects for drop detection ImVec2 bagSlotMins[4], bagSlotMaxs[4]; - VkDescriptorSet bagIcons[4] = {}; // Slots 1-4: Bag slots (leftmost) for (int i = 0; i < 4; ++i) { @@ -3780,8 +3779,6 @@ void GameScreen::renderBagBar(game::GameHandler& gameHandler) { if (!bagItem.empty() && bagItem.item.displayInfoId != 0) { bagIcon = inventoryScreen.getItemIcon(bagItem.item.displayInfoId); } - bagIcons[i] = bagIcon; - // Render the slot as an invisible button so we control all interaction ImVec2 cpos = ImGui::GetCursorScreenPos(); ImGui::InvisibleButton("##bagSlot", ImVec2(slotSize, slotSize)); @@ -7483,7 +7480,6 @@ void GameScreen::renderBankWindow(game::GameHandler& gameHandler) { if (slot.empty()) { ImGui::Button("##bank", ImVec2(42, 42)); } else { - auto* info = gameHandler.getItemInfo(slot.item.itemId); ImVec4 qc = InventoryScreen::getQualityColor(slot.item.quality); ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(qc.x * 0.3f, qc.y * 0.3f, qc.z * 0.3f, 0.8f)); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(qc.x * 0.5f, qc.y * 0.5f, qc.z * 0.5f, 0.9f)); diff --git a/src/ui/talent_screen.cpp b/src/ui/talent_screen.cpp index a2906695..62f49593 100644 --- a/src/ui/talent_screen.cpp +++ b/src/ui/talent_screen.cpp @@ -202,7 +202,6 @@ void TalentScreen::renderTalent(game::GameHandler& gameHandler, auto* assetManager = core::Application::getInstance().getAssetManager(); uint8_t currentRank = gameHandler.getTalentRank(talent.talentId); - uint8_t nextRank = currentRank + 1; // Check if can learn bool canLearn = currentRank < talent.maxRank && @@ -297,7 +296,6 @@ void TalentScreen::renderTalent(game::GameHandler& gameHandler, // Rank indicator overlay if (talent.maxRank > 1) { - ImVec2 pMin = ImGui::GetItemRectMin(); ImVec2 pMax = ImGui::GetItemRectMax(); auto* drawList = ImGui::GetWindowDrawList();