Fix mouse look swallowing by the HUD
Full build / Import + headless tests (push) Successful in 35s
Full build / Full desktop build + optional release (push) Successful in 4m39s

Move guard look handling to the _input stage, recapture the cursor on
window-focus return and when clicking back into gameplay, and make HUD controls
mouse-transparent. Add regression tests for yaw/pitch and HUD mouse filters.
Verified under Xvfb with real relative mouse motion. Headless 237/237, Python
94/94, movement smoke 60 fps.
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zwitschi committed 2026-11-01 20:38:36 +01:00
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@@ -38,9 +38,9 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.
> Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
>
> **Latest: v0.7.2** — a cost-aware OpenRouter screenshot judge, an optional
> Forward+ Desktop HQ build with volumetric fog/SDFGI/flashlight, distinct Joke
> Shop and TV Studio geometry, and fitted NPC gear.
> **Latest: v0.7.3** — mouse-look input reliability fixes, plus the v0.7.2
> cost-aware OpenRouter judge, optional Forward+ Desktop HQ build, distinct
> venues and fitted NPC gear.
> Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline