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Bring HUD closer and isolate floating native menus
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@@ -48,9 +48,9 @@ The native missed flag and a post-update event feed evasion feedback so brief mi
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## Original HUD and floating windows
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The game renders its original HUD into a separate native framebuffer. This retains native fonts, localization and values even when the normal backbuffer displays Tactical, the map or a window. The bridge removes unwanted world/enemy HUD pixels and preserves complete native window content for floating panels. Gameplay crops the upper native status and crew region to a fixed-size headset-relative panel, omitting the lower strip; Power/Shortcuts/the wheel supply those actions. Main menus and desktop Tactical/map views retain full framing.
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The game renders its original HUD into a separate native framebuffer. This retains native fonts, localization and values even when the normal backbuffer displays Tactical, the map or a window. The bridge removes unwanted world/enemy HUD pixels and preserves complete native window content for floating panels. Supplemental capture suppresses native window draw methods, including the separate `MenuScreen::OnRender` and `OptionsScreen::OnRender` methods, so in-run panels are not duplicated on the headset HUD. Normal capture remains unchanged. Gameplay crops the upper native status and crew region to a fixed-size headset-relative panel, omitting the lower strip; Power/Shortcuts/the wheel supply those actions. Main menus and desktop Tactical/map views retain full framing.
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[hud_anchor.gd](../scripts/hud_anchor.gd) gives the headset-relative pose priority and keeps fixed metre dimensions for readable text. Collision checks use the transformed hull/shield envelope and the panel's swept movement. Only a potential intersection engages the above-ship clamp; looking down cannot pass the HUD through the ship. The panel returns to headset-relative placement when clearance permits. Pause is attached above the same HUD panel.
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[hud_anchor.gd](../scripts/hud_anchor.gd) gives the headset-relative pose priority and keeps fixed metre dimensions for readable text. Collision checks use the transformed hull/shield envelope and the panel's swept movement. Only a potential intersection engages the above-ship clamp, with 8 cm clearance; looking down cannot pass the HUD through the ship. The panel returns to headset-relative placement when clearance permits. Pause is attached above the same HUD panel.
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Transport uses atomic raw RGBA files with an `FVR1` header, dimensions, sequence and timestamp. Tactical is captured at a target **30 Hz / 960×540**; map/windows retain **1280×720**. The independent HUD targets **10 Hz / 1280×720**. Native input coordinates remain **1280×720** regardless of capture resolution. PNG previews update at about 1 Hz and are diagnostics rather than the live transport.
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