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https://github.com/Garux/netradiant-custom.git
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menus...
* 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)
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@@ -52,6 +52,7 @@
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#include "preferences.h"
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#include "xywindow.h"
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#include "camwindow.h"
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@@ -2151,9 +2152,9 @@ void OpenGLShader::construct( const char* name ){
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state.m_sort = OpenGLState::eSortFullbright;
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}
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else if ( string_equal( name + 1, "CAM_HIGHLIGHT" ) ) {
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state.m_colour[0] = 1;
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state.m_colour[1] = 0;
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state.m_colour[2] = 0;
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state.m_colour[0] = g_camwindow_globals.color_selbrushes3d[0];
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state.m_colour[1] = g_camwindow_globals.color_selbrushes3d[1];
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state.m_colour[2] = g_camwindow_globals.color_selbrushes3d[2];
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state.m_colour[3] = 0.3f;
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state.m_state = RENDER_FILL | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
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state.m_sort = OpenGLState::eSortHighlight;
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