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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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@@ -267,9 +267,9 @@ class node_layers
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{
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return m_shapes;
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}
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// drops the definitions of the shapes of specified materials from the writable layer files on save.
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// drops the definitions of the shapes of specified materials from the writable layer files on save; only from specified layers, if given.
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// returns: amount of the shapes to drop, and of the ones which stay as their files can't be rewritten
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std::pair<std::size_t, std::size_t> erase_shapes(std::set<material_handle> const &Materials);
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std::pair<std::size_t, std::size_t> erase_shapes(std::set<material_handle> const &Materials, std::set<layer_handle> const *Layers = nullptr);
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// indicates the scenario initialization (FirstInit) is being performed. Span: location of the directive.
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// Infile: the directive comes straight from the layer file being loaded
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void initialization(source_span const &Span, bool Infile);
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