* view->show: toggle crosshair, size, grid are check menu items
	* view->show: +Show Light Radiuses toggle
	* view->show->show stats makes effect immediately
	* view->show fix: check menu items are sensitive to changing options via shortcuts

misc...
	* option to disable main toolbar
	* removed bobtoolz caulk selection button; filterbar one does the job better
	* filterbar: + region set selected button; rightclick = region off
	* filterbar: + hide selected button; rightclick = show hidden
	* SelectionSystem option: prefer point entities in 2D views (def = yes)
	* filterbar: indicate region, hide states by buttons states
	* fix: region compiles (run build with region enabled = compile regioned part only)
	* solid selection boxes by default (m_bNoStipple)
	* always use stipple for stuff behind stuff in 3d (was dependent on m_bNoStipple)
	* del unused ChooseSmallGridMajorColor ChooseSmallGridMinorColor preferences pipeline
	* fix: Active View Name and Outline... Clipper... colors saving
	* fix: ChooseCameraSelectedBrushColor changes the color (requires restart)
	* fix: ChooseSelectedBrushColor preference saving (requires restart)
	* fix rubberband selector appearence in 2D with 'show window outline' option enabled
	* multiple projections layouts: activate a projection on zoom
	* multiple projections layouts: added wnds updates to correctly indicate active projection (via wnd outline and projection name)
	* draw projection name is independent from show coordinates option
	* multiple projections layouts: greyscale axes in inactive views
	* 'show coordinates' is disabled by default
	* quick (hacky) method to render things, indicating viewport being active or not (axes, view name, wnd outline)
This commit is contained in:
Garux
2017-08-02 09:07:44 +03:00
parent cac514541c
commit 5a8c27d93c
17 changed files with 636 additions and 327 deletions
+4 -3
View File
@@ -52,6 +52,7 @@
#include "preferences.h"
#include "xywindow.h"
#include "camwindow.h"
@@ -2151,9 +2152,9 @@ void OpenGLShader::construct( const char* name ){
state.m_sort = OpenGLState::eSortFullbright;
}
else if ( string_equal( name + 1, "CAM_HIGHLIGHT" ) ) {
state.m_colour[0] = 1;
state.m_colour[1] = 0;
state.m_colour[2] = 0;
state.m_colour[0] = g_camwindow_globals.color_selbrushes3d[0];
state.m_colour[1] = g_camwindow_globals.color_selbrushes3d[1];
state.m_colour[2] = g_camwindow_globals.color_selbrushes3d[2];
state.m_colour[3] = 0.3f;
state.m_state = RENDER_FILL | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortHighlight;