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fix(scenery): binary terrain files named by terrain directives loaded once and only as a complete set, with fallback on the default SBT or the text files; default SBT no longer ignored and rewritten on every load
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@@ -89,6 +89,7 @@ struct global_settings {
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int iConvertIndexRange{ 1000 }; // range of duplicate vertex scan
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bool file_binary_terrain{ true }; // enable binary terrain (de)serialization
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bool file_binary_terrain_state{true};
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int file_binary_terrain_skipped{0}; // number of terrain includes left out by the parser during the current scenery load
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// logs
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bool priorityLoadText3D{false}; // ladowanie T3D priorytetowo
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int iWriteLogEnabled{ 3 }; // maska bitowa: 1-zapis do pliku, 2-okienko, 4-nazwy torów
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@@ -356,6 +356,7 @@ void cParser::startIncludeFromParser(cParser& srcParser, bool ToLower, std::stri
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if (isTerrain && true == Global.file_binary_terrain_state) {
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WriteLog("SBT found, ignoring: " + includefile);
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readParameters(srcParser); // preserve original side-effect: still consume parameters
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++Global.file_binary_terrain_skipped;
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if (sceneryLayers)
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{
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// the file is still a part of the scenery, even though its content comes from the binary terrain file
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