Speed up per-frame layout, hit testing, and stacking paths
Split ScrollingLayout validation so the per-frame geometry solve only checks scalars and keeps the full tree validation behind debug_assert, removing a HashSet build from every frame. Replace the per-region Vec in decode_regions with a stack array via as_chunks, and skip the window hit test in PointerMotion when Overview is not presenting, where visual_scale_for_window returns 1.0 regardless. Guard sync_window_stacking behind a check that the space already matches the target order with uniform z_index, avoiding an O(n^2) raise_element loop on every redraw. Narrow window_under_visual to the space iterator outside Overview, keeping the collected and sorted candidate list for the Overview branch where front-to-back order is load-bearing. Raise rust-version to 1.98 and clear the resulting Clippy findings across the workspace: let-chain collapses, clamp, and while-let loops.
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@@ -520,7 +520,6 @@ impl FereseShell {
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color: color_with_opacity(palette.text_muted, 0.18 * opacity),
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width: if history { 0.0 } else { 1.0 },
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radius: palette.material_radius.into(),
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..Default::default()
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},
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..Default::default()
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}));
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