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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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@@ -99,6 +99,8 @@ public:
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gfx::geometry_handle geometry { 0, 0 }; // relative origin-centered chunk of geometry held by gfx renderer
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std::vector<world_vertex> vertices; // world space source data of the geometry
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gfx::userdata_array userdata;
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// terrain file the shape comes from, see scene::terrain_file::reference_of(); 0: none, or not known (only the editor asks)
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std::uint16_t terrainfile { 0 };
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// methods:
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// sends content of the struct to provided stream
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void
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@@ -152,6 +154,9 @@ public:
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// sets whether the shape is drawn with the translucent geometry (used by generated geometry)
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void
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translucent( bool const Translucent );
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// notes the terrain file the shape comes from
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void
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source_file( std::uint16_t const Reference ) { m_data.terrainfile = Reference; }
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// data access
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shapenode_data const &
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data() const;
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