Release 0.17.1 — fix multi-monitor placement on glow renderer#12
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Cabinet windows (playfield launcher + backglass/DMD covers) opened on the default monitor, un-fullscreen, because `ViewportBuilder::with_monitor` was a no-op on the glow backend: upstream egui only applies the monitor→borderless- fullscreen resolution in the wgpu path, but the glow backend PinReady uses builds its windows straight from `create_winit_window_attributes`. Fixed in the egui fork (pinready-0.35-slim) by extracting the resolution into `apply_monitor_to_window_attributes` and calling it from both glow window- creation sites. PinReady itself is unchanged apart from picking up the fork revision. Validated on the pincab (GNOME 46 Wayland, 3 screens). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138mtPxwfXPetBypyjp6KwU
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ViewportBuilder::with_monitorwas a no-op on the glow backend (whichPinReady uses): upstream egui only applies the monitor→borderless-fullscreen
resolution in the wgpu path. So cabinet windows (playfield + backglass/DMD
covers) opened on the default monitor, un-fullscreen.
Fixed in the egui fork (
pinready-0.35-slim): extract the resolution intoapply_monitor_to_window_attributes, call it from both glow window-creationsites. PinReady is unchanged except for the fork revision + version bump.
Validated on the pincab (GNOME 46 Wayland, 3 screens) — all three windows now
land on the right screen, fullscreen.
🤖 Generated with Claude Code