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fix(editor): signals move along their track again, and the editor finds the descriptions of the templates beside the game data
- a press on the mast of a selected signal grabbed the gizmo, whose up axis runs along the mast, and lifted the signal instead of moving it along the track; the gizmo gives way over a signal and while one is dragged - dragged beside its track, off every track, the signal follows the nearest place of the track it stands by instead of staying put - a drop away from any track, and a signal in a file the editor doesn't change, say so instead of doing nothing - a template without a //$e description of its own takes it from editor/templates/<its path in the scenery folder>; the header scripts write there with --sidecar, leaving the templates alone, so a check of the game files by the store doesn't take the descriptions away (the descriptions written into the templates on 8.10 and 11.10 were gone, and with them every signal and drive the editor knew)
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@@ -5301,7 +5301,12 @@ void editor_mode::render_include_gizmo(glm::mat4 const &View, glm::mat4 const &P
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glm::vec3 const snapvalue(translating ? m_gizmo_snap : 5.0f);
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float const *snap = Global.ctrlState && snapvalue.x > 0.0f ? glm::value_ptr(snapvalue) : nullptr;
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// in the signal tool a press on the mast drags the signal along its track: the gizmo, whose up axis runs along the
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// mast, gives way over a signal and while one is dragged
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auto const yield{ui()->mode() == nodebank_panel::TRACK && m_track_tab == track_tab::signals && false == ImGuizmo::IsUsing() && (m_signal.moving || m_signal.placing || signal_hit() >= 0)};
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ImGuizmo::Enable(false == yield);
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ImGuizmo::Manipulate(glm::value_ptr(View), glm::value_ptr(Projection), static_cast<ImGuizmo::OPERATION>(operation), mode, glm::value_ptr(matrix), nullptr, snap);
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ImGuizmo::Enable(true);
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if (false == ImGuizmo::IsUsing())
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return;
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