From bfeb978efffdbb7400e4534dd61b4fe9e47c1cf8 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Wed, 11 Mar 2026 16:49:27 -0700 Subject: [PATCH] Fix character screen weapon slot positioning regression Weapon slots were positioned too far right (at rightColX) causing overlap with right column equipment. Repositioned to center column area (contentStartX + slotSize + 8px), after left column. 3D preview renders on top, no visual conflict. --- src/ui/inventory_screen.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/ui/inventory_screen.cpp b/src/ui/inventory_screen.cpp index 850a33b2..2f63c34a 100644 --- a/src/ui/inventory_screen.cpp +++ b/src/ui/inventory_screen.cpp @@ -1367,8 +1367,8 @@ void InventoryScreen::renderEquipmentPanel(game::Inventory& inventory) { game::EquipSlot::RANGED, }; - // Position weapons to the right of the left column (after the 3D preview column) - ImGui::SetCursorPosX(rightColX); + // Position weapons in center column area (after left column, 3D preview renders on top) + ImGui::SetCursorPosX(contentStartX + slotSize + 8.0f); for (int i = 0; i < 3; i++) { if (i > 0) ImGui::SameLine(); const auto& slot = inventory.getEquipSlot(weaponSlots[i]);