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Bump version to 1.2.0 - #4
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…et, and fix release tag pattern - Distinguish discrete GPU candidates from integrated graphics; remember preferred adapter by Windows Locally Unique Identifier (LUID) to prevent trapping onto integrated GPUs on disconnect. - Introduce explicit AppState machine (NoDiscreteGpu, Acquiring, Active, DeviceLost, WaitingForDiscreteGpu, Resetting). - Add WM_DEVICECHANGE (DBT_DEVNODES_CHANGED) handling for instantaneous eGPU/dGPU plug-and-play re-acquisition. - Overhaul CycleAllDisplayAdapters with ResetResult enum and CM_Get_DevNode_Status driver startup verification. - Propagate reset exit codes to parent process to prevent relaunch loops on failure and warn user via balloon. - Fix GitHub Actions release tag trigger to standard glob 'v*'. - Update README for Windows 10/11 Graphics Settings alongside NVIDIA Control Panel.
… docs - Prevent preference drift by locking g_preferredLuid to the initial discrete selection; support temporary fallback adapters and auto-restore preference on reconnection. - Treat PartialDisable as an incomplete reset in WM_RESET_DONE with explicit balloon warning rather than silent relaunch. - Log state transitions via SetAppState using AppStateToString. - Clean up unused candidate vector in main.cpp. - Tighten comments and README regarding PCI device targeting and event-driven devnodes notifications. - Fix troubleshooting anchor link in README to #one-time-gpu-preference-setup.
…t check Avoid tearing down and rebuilding active D3D11 fallback devices on non-GPU devnode changes or periodic timer ticks by checking IsAdapterPresent(g_preferredLuid) before attempting reacquisition.
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