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Merge remote-tracking branch 'origin/feat/switch-blades' into feat/gl46-migration
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@@ -171,11 +171,17 @@ struct global_settings {
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float FieldOfView{ 45.f }; // vertical field of view for the camera. TODO: move it to the renderer
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bool EditorOrtho{ false };
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float EditorOrthoExtent{ 150.f };
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bool EditorOrthoBallast{ true }; // the ballast of the railway drawn in the top view of the editor
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GLint iMaxTextureSize{ 4096 }; // maksymalny rozmiar tekstury
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GLint iMaxCabTextureSize{ 4096 }; // largest allowed texture in vehicle cab
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int iMultisampling{ 2 }; // tryb antyaliasingu: 0=brak,1=2px,2=4px,3=8px,4=16px
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float SplineFidelity{ 1.f }; // determines segment size during conversion of splines to geometry
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float SleeperDistance{ 250.f }; // max distance (in meters) at which per-track sleeper models are still drawn; 0 disables sleeper rendering entirely
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std::string Sleepers3D; // model of the sleepers and switch timbers laid where the simulator makes the ballast; empty: none
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std::string Sleepers3DPlain { "quark/podklad1" }; // model of the sleepers of a track running alone, those of Sleepers3D being the timbers of switches and crossings; empty: the timbers there too
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std::string Sleepers3DPlainSkin { "quark/podklad_betonowy1" };
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bool Sleepers3DBed { true }; // whether the ballast is laid under the tracks with 3D sleepers
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float Sleepers3DPlainSeat { 0.24f }; // how high the rails sit on the plain sleeper above the origin of its model; below 0: on its top
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bool Smoke{ true }; // toggles smoke simulation and visualization
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float SmokeFidelity{ 1.f }; // determines amount of generated smoke particles
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bool ResourceSweep{ true }; // gfx resource garbage collection
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