|
|
791d5d052c
|
feat(editor): fields of work in a row of their own over the toolbar (surroundings, tracks, roads, terrain), twice as high, with bigger bold text, and the tools of the one chosen in the toolbar under it: the edit modes of the node bank, the track tools in groups with the vehicle and the structure gauge, the road tools with what the place tool puts, the terrain tools (sculpt, smooth, chunks, orthophoto); the tool options window keeps the settings of the tool; the node bank shows a big preview of the entry pointed at for a moment, with its model and skin; the green colours by default again; Polish translation
|
2026-10-09 00:42:17 +02:00 |
|
|
|
f184ce7a6a
|
feat(editor): colours of the editor: amber accents on grey panels as in the design of the layout, the rest of the simulator stays green (colours of the ui chosen by the ui of the mode drawn; Editor Settings > General, kept in eu07_editor.ini), docking preview in the accent colour in both; keys 1-5 choose the edit modes in the order of the toolbar, shown in its tooltips; Mode windows merged into Windows: the windows of the editor, model sets among them, window layout reset and unpinning of the docks; Polish translation
|
2026-10-09 00:15:14 +02:00 |
|
|
|
60c7250683
|
feat(editor): docked layout: windows of the editor docked around the 3d view (dockspace over the main window, default layout built when there's none or on Mode windows > Reset window layout), menu shown all the time, toolbar with the edit modes, track and road windows, gizmo operations and the top view, status bar with the outcome of the last operation and the selected node; dockspace submitted also when the frame was started by the ui of another mode, so docked windows don't come undocked on the change of mode; stable ids of the editor windows, no auto resize of the dockable ones; hints of the track and road tools placed in the part of the window the 3d view is seen in; Polish translation
|
2026-10-08 21:39:31 +02:00 |
|
|
|
476f3bf1b7
|
feat(ui): panels can be docked together and dragged out of the simulator window into windows of their own (imgui multi-viewports, ui.viewports yes by default, off where the renderer or the platform can't do it, e.g. wayland); imgui coordinates kept relative to the main window by the glfw backend, so the overlays, picking and gizmo of the editor work unchanged; overlays of the 3d view drawn on the main viewport; keys pressed in the separate windows passed on to the simulator, so the shortcuts of the editor work there too
|
2026-10-08 21:04:58 +02:00 |
|
|
|
344034ec70
|
feat(ui): imgui 1.91.9b-docking in place of 1.73: local changes of the backends carried over (glad as the gl loader, srgb and gamma of the ui, gles glsl string), BufferingBar/Spinner kept, imgui_tables in cmake; cursor position, cursor enter and focus of the main window passed to the glfw backend, which works with events now; code adapted to the api: ImGuiListClipper::Begin, BeginListBox, ImTextureID as an integer, ImageButton with an id, ImGuiKey without GetKeyIndex, logarithmic sliders in place of the removed power argument; ImGuizmo with the math operators defined before imgui.h and SetNextFrameWantCaptureMouse
|
2026-10-08 20:38:13 +02:00 |
|
copilot-swe-agent[bot]
|
7e49aa8740
|
Rewrite #includes to use explicit subdirectory paths
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
|
2026-03-14 19:16:48 +00:00 |
|
copilot-swe-agent[bot]
|
0531086bb9
|
Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
|
2026-03-14 19:01:57 +00:00 |
|