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Editor terrain: soft stitching to tracks, chunk resolution conversion, water materials
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@@ -311,11 +311,18 @@ class editor_mode : public application_mode, private editor_track::observer
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smooth,
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level, // leads the ground to the target height, Ctrl: picks the target height under the cursor
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paint, // paints the chosen material, Shift: the first material of the palette
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spacing, // gives the clicked chunk the chosen point spacing
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water // outlines a body of water
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spacing, // selects chunks (Ctrl: adds or takes away one), whose point spacing is then converted
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water, // outlines a body of water
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restore // takes the touch-ups over the modifiers back
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};
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terrain_tool m_terrain_tool{terrain_tool::none};
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bool terrain_brush() const { return m_terrain_tool == terrain_tool::sculpt || m_terrain_tool == terrain_tool::smooth || m_terrain_tool == terrain_tool::level || m_terrain_tool == terrain_tool::paint; }
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bool terrain_brush() const
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{
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return m_terrain_tool == terrain_tool::sculpt || m_terrain_tool == terrain_tool::smooth || m_terrain_tool == terrain_tool::level || m_terrain_tool == terrain_tool::paint ||
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m_terrain_tool == terrain_tool::restore;
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}
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// converts the point spacing of the selected chunks to m_terrain_convert_spacing
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void convert_selected_chunks();
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// takes the height of whatever is under the cursor (terrain, track, model) for the target of the level brush. returns: false if there's nothing
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bool pick_terrain_target();
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bool terrain_clicking() const { return m_terrain_tool == terrain_tool::chunks || m_terrain_tool == terrain_tool::spacing || m_terrain_tool == terrain_tool::water; }
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@@ -427,6 +434,14 @@ class editor_mode : public application_mode, private editor_track::observer
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bool m_water_level_edited{false}; // the level was given by hand, the points clicked don't change it
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char m_water_material[128]{""};
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int m_water_selected{-1};
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char m_water_selected_material[128]{""}; // material of the chosen water, while it's edited
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int m_water_material_of{-1}; // the water whose material is in the field above
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float m_water_selected_size{0.0f}; // metres its texture repeats at, 0: given by the material
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char m_water_default_material[128]{""}; // of the waters which don't name their own, while it's edited
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bool m_water_default_edited{false};
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std::set<heightmap::chunk_key> m_terrain_selection; // chunks chosen with the spacing tool
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float m_terrain_convert_spacing{1.0f}; // point spacing the selected chunks are converted to
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bool m_terrain_convert_paint{true}; // chunks converted to 0.5 m get paint samples every 0.5 m too
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float m_water_selected_level{0.0f}; // level of the chosen water, while it's edited
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bool m_water_level_dragged{false};
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std::string m_terrain_status;
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