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feat(ui): panels can be docked together and dragged out of the simulator window into windows of their own (imgui multi-viewports, ui.viewports yes by default, off where the renderer or the platform can't do it, e.g. wayland); imgui coordinates kept relative to the main window by the glfw backend, so the overlays, picking and gizmo of the editor work unchanged; overlays of the 3d view drawn on the main viewport; keys pressed in the separate windows passed on to the simulator, so the shortcuts of the editor work there too
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@@ -2505,7 +2505,7 @@ void editor_mode::draw_road_overlay() const
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return;
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screen_projection projection;
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ImDrawList *drawlist = ImGui::GetBackgroundDrawList();
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ImDrawList *drawlist = ImGui::GetBackgroundDrawList(ImGui::GetMainViewport());
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glm::dvec3 const camera{Global.pCamera.Pos};
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// pieces of a line needed to draw a path: one for a straight, more the longer a bend is and the nearer it is
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auto const pieces = [&camera](segment_data const &Path, glm::dvec3 const &Location) {
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