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feat(terrain): grade line fitted to the ground under the route within the limits; editor terrain shaped to the grade line with a formation and rounded slopes, with one step back; scenery ground triangles of chosen materials converted to editor terrain and taken out of the files on save, with a dated backup of each file; crack-free simplified terrain mesh, terrain streamed as far as the scenery is drawn, the nearest chunks first; smoothing brush
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@@ -77,6 +77,7 @@ class terrain_streamer
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int cells() const { return m_cells; }
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float cellsize() const { return m_cellsize; }
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int radius() const { return m_radius; }
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std::string const &texture() const { return m_texture; }
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// writes every resident, edited chunk to disk (without unloading) - used on save
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void flush();
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@@ -108,6 +109,9 @@ class terrain_streamer
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std::map<chunk_key, std::unique_ptr<editor_terrain>> m_chunks;
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std::map<chunk_key, std::uint8_t> m_known; // cached per-chunk flag bits
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// offsets of the chunks around the camera, the nearest first, for the radius in effect
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std::vector<chunk_key> m_ring;
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int m_ring_radius{-1};
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};
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// single, simulation-level streamer instance shared by the editor (authoring) and the scenery
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