Fixed undo/redo when selecting objects from the instance view, set DKCR to render basic lighting for objects with no ingame model
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@ -179,7 +179,15 @@ void CScriptNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
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else
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else
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{
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{
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LoadLights(ViewInfo);
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// DKCR doesn't support world lighting yet, so light nodes that don't have ingame models with default lighting
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if (Template()->Game() == eReturns && !mpInstance->HasInGameModel() && CGraphics::sLightMode == CGraphics::eWorldLighting)
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{
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CGraphics::SetDefaultLighting();
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
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}
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else
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LoadLights(ViewInfo);
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}
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}
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LoadModelMatrix();
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LoadModelMatrix();
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@ -144,15 +144,11 @@ void WInstancesTab::OnTreeDoubleClick(QModelIndex Index)
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if ((mpEditor) && (IndexType == CInstancesModel::eInstanceIndex))
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if ((mpEditor) && (IndexType == CInstancesModel::eInstanceIndex))
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{
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{
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CInstancesModel::ENodeType NodeType = mpTypesModel->IndexNodeType(SourceIndex);
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CInstancesModel::ENodeType NodeType = mpTypesModel->IndexNodeType(SourceIndex);
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CSceneNode *pSelectedNode = nullptr;
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if (NodeType == CInstancesModel::eScriptType)
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if (NodeType == CInstancesModel::eScriptType)
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pSelectedNode = mpScene->NodeForObject( static_cast<CScriptObject*>(SourceIndex.internalPointer()) );
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if (pSelectedNode)
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{
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{
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mpEditor->ClearSelection();
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CSceneNode *pSelectedNode = mpScene->NodeForObject( static_cast<CScriptObject*>(SourceIndex.internalPointer()) );
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mpEditor->SelectNode(pSelectedNode);
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mpEditor->ClearAndSelectNode(pSelectedNode);
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}
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}
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}
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}
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}
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}
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