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feat(editor): fields of work in a row of their own over the toolbar (surroundings, tracks, roads, terrain), twice as high, with bigger bold text, and the tools of the one chosen in the toolbar under it: the edit modes of the node bank, the track tools in groups with the vehicle and the structure gauge, the road tools with what the place tool puts, the terrain tools (sculpt, smooth, chunks, orthophoto); the tool options window keeps the settings of the tool; the node bank shows a big preview of the entry pointed at for a moment, with its model and skin; the green colours by default again; Polish translation
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@@ -166,6 +166,8 @@ class nodebank_panel : public ui_panel
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void index_previews();
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// entries of a group as cards with their previews, in rows as many as fit the width
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void render_cards(std::vector<std::pair<std::string, std::shared_ptr<std::string>> const *> const &Entries);
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// the entry pointed at for a moment: a popup with its preview, big, and the model and skin it shows
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void preview_popup(std::pair<std::string, std::shared_ptr<std::string>> const &Entry);
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// true if the node bank selection is a definition of a node, which the hand-made lists and the model sets can take
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bool node_selected() const;
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// members:
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@@ -175,6 +177,7 @@ class nodebank_panel : public ui_panel
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// previews of the models: image of each node definition, by its address, and the images read so far
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std::unordered_map<std::string const *, std::string> m_previewpaths;
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std::unique_ptr<editor_previews::image_cache> m_previews;
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std::unique_ptr<editor_previews::image_cache> m_largepreviews; // a few, for the popup
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bool m_previewfolder{false}; // the generator was run, there's the folder of the images
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// set manager window
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bool m_setsopen{false};
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