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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@@ -129,7 +129,9 @@ impl Server {
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title: limited(summary, 160),
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body: limited(body, 500),
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actions: actions
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.chunks_exact(2)
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.as_chunks::<2>()
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.0
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.iter()
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.take(8)
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.map(|pair| (limited(&pair[0], 128), limited(&pair[1], 40)))
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.collect(),
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