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feat(editor): a model or an include standing by a track bent along it (B, or the Bend along the track section of the toolset): it stays where it stood and follows the track, through the joined tracks as far as it reaches; reference point at its start, origin, middle, end or a point picked on the model, across at its origin, the side facing the track, the far side or its middle, up at its origin, bottom, top or the top of its edge by the track; the blue cross of a bent model dragged for its offset, with Shift for its height and with Ctrl along the track, the values shown at the cursor; a bent model clicked to edit; one step of the undo history; scale of the model kept, parts lit only at night left out; edges of platforms told by the name of the model and by the overhang of their edge over the foot: put 1.725 m from the axis at the height the name gives, turned with the edge to the track when they stood the other way; platforms stand on the plane of the rail heads carried on to their edge (PKP PLK ST-T2), the gauge widening led in from the tracks beyond the ends and from the other path of a switch; gaps between the pieces of a sweep filled with the paths which join them; Platforms and models tab left out of the track editor; laid track eased into the curvature of the one it joins with a transition curve; File > Open scenery... starts the editor again with the scenery picked from a list; the camera saved with the scenery; T and Shift+T turn each turntable to its next and previous position by event launchers written on each save; a turntable track deleted with its template; a scenery with no trainset gets a WMB10 on its first track; vehicle placed where the track is clicked; gauge check takes in the bent models; Polish translation of the editor
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@@ -71,9 +71,18 @@ class editor_ui : public ui_layer
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{
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m_arrayoptions = std::move(Renderer);
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}
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void set_bend_options(std::function<void()> Renderer)
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{
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m_bendoptions = std::move(Renderer);
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}
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void expand_bend()
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{
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m_bendexpand = true;
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}
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// actions of the file menu, performed by the editor mode
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void set_file_actions(std::function<void()> Save, std::function<void()> Export);
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void set_new_scenery(std::function<void()> New) { m_newscenery = std::move(New); }
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void set_open_scenery(std::function<void()> Open) { m_openscenery = std::move(Open); }
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// shows outcome of an operation in the layers window
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void set_status(std::string const &Status, bool const Error = false);
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@@ -91,6 +100,7 @@ class editor_ui : public ui_layer
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std::function<void()> m_save;
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std::function<void()> m_export;
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std::function<void()> m_newscenery;
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std::function<void()> m_openscenery;
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brush_object_list m_brushobjects;
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bool m_insertrandom{false}; // insert mode picks a random template from m_insertset
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model_set_ref m_insertset;
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@@ -98,6 +108,8 @@ class editor_ui : public ui_layer
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std::function<void()> m_menuoptions;
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std::function<void()> m_gizmooptions;
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std::function<void()> m_arrayoptions;
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std::function<void()> m_bendoptions;
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bool m_bendexpand{false};
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scene::basic_node *m_node{nullptr}; // currently bound scene node, if any
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bool m_track{false};
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};
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