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Editor terrain: texture browser, undo, conversion from terrain files
- Terrain work mode shows a browser of the textures folder in place of the node bank; textures/materials can be dragged onto the palette entries (replacing the material), the material field and the water material field - Ctrl+Z/Ctrl+Y for heightmap terrain changes: a brush stroke or an operation is one step of the editor history - Ground conversion reads only the files of the terrain directives (.txtf with origin/rotate, or .btf without text), paints the chunks with the materials of the triangles, drops only the shapes of those files - Fix: ground grids converted out-of-range floats to int, so whole-scene queries returned the triangles of a single cell (shifted chunks) - Fix: terrain layers copied from textures already uploaded without their data stayed grey - Fix: ImGui ID conflict between terrain tool radios and section headers - Fix: layers of terrain .txtf files named with the scenery/ prefix and could not be saved - Editor selftest commands for the terrain
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@@ -934,6 +934,14 @@ void nodebank_panel::render()
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{
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ImGui::SetNextWindowSizeConstraints(ImVec2S(size_min.x, size_min.y), ImVec2S(size_max.x, size_max.y));
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}
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if (m_standin)
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{
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// the same window, so it keeps its place in the dock
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if (ImGui::Begin((m_standintitle + "###" + name()).c_str(), nullptr, flags))
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m_standin();
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ImGui::End();
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return;
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}
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auto const panelname{(title.empty() ? name() : title) + "###" + name()};
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if (true == ImGui::Begin(panelname.c_str(), nullptr, flags))
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