fixed highscores
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@ -174,9 +174,9 @@ void MenuState::onEnter() {
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try {
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std::thread([this]() {
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try {
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auto c_classic = supabase::FetchHighscores("classic", 12);
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auto c_coop = supabase::FetchHighscores("cooperate", 12);
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auto c_challenge = supabase::FetchHighscores("challenge", 12);
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auto c_classic = supabase::FetchHighscores("classic", 10);
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auto c_coop = supabase::FetchHighscores("cooperate", 10);
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auto c_challenge = supabase::FetchHighscores("challenge", 10);
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std::vector<ScoreEntry> combined;
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combined.reserve(c_classic.size() + c_coop.size() + c_challenge.size());
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combined.insert(combined.end(), c_classic.begin(), c_classic.end());
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@ -801,7 +801,9 @@ void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logi
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// Move the whole block slightly up to better match the main screen overlay framing.
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float menuYOffset = LOGICAL_H * 0.03f; // same offset used for buttons
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float scoresYOffset = -LOGICAL_H * 0.05f;
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float topPlayersY = LOGICAL_H * 0.20f + contentOffsetY - panelDelta + menuYOffset + scoresYOffset;
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// Move logo and highscores upward by ~10% of logical height for better vertical balance
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float upwardShift = LOGICAL_H * 0.08f;
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float topPlayersY = LOGICAL_H * 0.20f + contentOffsetY - panelDelta + menuYOffset + scoresYOffset - upwardShift;
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float scoresStartY = topPlayersY;
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if (useFont) {
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// Preferred logo texture (full) if present, otherwise the small logo
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