Added a basic UI to change collision render settings, added the ability to color collision based on the surface type
This commit is contained in:
parent
78baa42bce
commit
be40dfdf02
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@ -301,12 +301,22 @@ public:
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inline u32 ToInt32(int Base = 16) const
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{
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return std::stoul(mInternalString, nullptr, Base);
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try {
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return std::stoul(mInternalString, nullptr, Base);
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}
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catch(...) {
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return 0;
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}
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}
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inline u64 ToInt64(int Base = 16) const
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{
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return std::stoull(mInternalString, nullptr, Base);
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try {
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return std::stoull(mInternalString, nullptr, Base);
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}
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catch(...) {
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return 0;
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}
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}
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void ToInt128(CharType* pOut, int Base = 16) const
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@ -453,6 +463,10 @@ public:
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if (HasPrefix)
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Str = Str.ChopFront(2);
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// If the string is empty other than the prefix, then this is not a valid hex string
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if (Str.IsEmpty())
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return false;
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// If we have a variable width then assign the width value to the string size
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Width = Str.Size();
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}
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@ -6,6 +6,23 @@
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#include <Math/CMatrix4f.h>
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#include <Math/CRay.h>
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enum ECollisionDrawMode
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{
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eCDM_Default,
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eCDM_TintSurfaceType
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};
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struct SCollisionRenderSettings
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{
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ECollisionDrawMode DrawMode;
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u64 HighlightMask;
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u64 HideMask;
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bool DrawWireframe;
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SCollisionRenderSettings()
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: DrawMode(eCDM_TintSurfaceType), HighlightMask(0), HideMask(0), DrawWireframe(false) {}
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};
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struct SViewInfo
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{
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class CScene *pScene;
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@ -14,6 +31,7 @@ struct SViewInfo
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bool GameMode;
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FShowFlags ShowFlags;
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SCollisionRenderSettings CollisionSettings;
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CFrustumPlanes ViewFrustum;
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CMatrix4f RotationOnlyViewMatrix;
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};
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@ -3,6 +3,7 @@
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#include "CResource.h"
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#include "CCollisionMesh.h"
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#include "EGame.h"
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#include "TResPtr.h"
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#include <vector>
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@ -10,6 +11,7 @@ class CCollisionMeshGroup : public CResource
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{
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DECLARE_RESOURCE_TYPE(eCollisionMeshGroup)
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std::vector<CCollisionMesh*> mMeshes;
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EGame mGame;
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public:
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CCollisionMeshGroup() {}
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@ -20,8 +22,11 @@ public:
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delete *it;
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}
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inline EGame Game() const { return mGame; }
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inline u32 NumMeshes() const { return mMeshes.size(); }
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inline CCollisionMesh* MeshByIndex(u32 Index) const { return mMeshes[Index]; }
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inline void SetGame(EGame Game) { mGame = Game; }
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inline void AddMesh(CCollisionMesh *pMesh) { mMeshes.push_back(pMesh); }
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inline void Draw()
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@ -144,6 +144,7 @@ CCollisionMeshGroup* CCollisionLoader::LoadAreaCollision(IInputStream& rMREA)
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loader.mVersion = GetFormatVersion(rMREA.ReadLong());
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loader.mpGroup = new CCollisionMeshGroup;
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loader.mpGroup->SetGame(loader.mVersion);
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loader.mpMesh = new CCollisionMesh;
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// Octree - structure is known, but not coding this right now
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@ -180,6 +181,7 @@ CCollisionMeshGroup* CCollisionLoader::LoadDCLN(IInputStream& rDCLN)
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}
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Loader.mVersion = GetFormatVersion(rDCLN.ReadLong());
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Loader.mpGroup->SetGame(Loader.mVersion);
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Loader.mpMesh = new CCollisionMesh;
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Loader.mpMesh->mOctreeLoaded = false;
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@ -45,13 +45,72 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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for (u32 iMat = 0; iMat < pMesh->NumMaterials(); iMat++)
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{
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CDrawUtil::UseCollisionShader(BaseTint);
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SCollisionMaterial& rMat = pMesh->GetMaterial(iMat);
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if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags & rkViewInfo.CollisionSettings.HideMask) == rkViewInfo.CollisionSettings.HideMask)
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continue;
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CColor Tint = BaseTint;
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if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask)
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Tint *= CColor::skRed;
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else if (mpCollision->Game() <= ePrime && rkViewInfo.CollisionSettings.DrawMode == eCDM_TintSurfaceType)
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{
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// Organic
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if (rMat.RawFlags & 0x00800000)
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Tint *= CColor::Integral(130, 130, 250); // Purple
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// Wood
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else if (rMat.RawFlags & 0x00400000)
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Tint *= CColor::Integral(190, 140, 105); // Brown
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// Sand
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else if (rMat.RawFlags & 0x00020000)
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Tint *= CColor::Integral(230, 200, 170); // Light Brown
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// Shield
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else if (rMat.RawFlags & 0x00010000)
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Tint *= CColor::Integral(250, 230, 60); // Yellow
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// Glass
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else if (rMat.RawFlags & 0x00008000)
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Tint *= CColor::Integral(20, 255, 190); // Greenish/Bluish
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// Snow
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else if (rMat.RawFlags & 0x00000800)
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Tint *= CColor::Integral(230, 255, 255); // *Very* light blue
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// Lava
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else if (rMat.RawFlags & 0x00000200)
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Tint *= CColor::Integral(200, 30, 30); // Red
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// Rock
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else if (rMat.RawFlags & 0x00000100)
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Tint *= CColor::Integral(150, 130, 120); // Brownish-gray
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// Phazon
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else if (rMat.RawFlags & 0x00000080)
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Tint *= CColor::Integral(0, 128, 255); // Blue
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// Metal Grating
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else if (rMat.RawFlags & 0x00000040)
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Tint *= CColor::Integral(170, 170, 170); // Gray
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// Ice
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else if (rMat.RawFlags & 0x00000010)
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Tint *= CColor::Integral(200, 255, 255); // Light blue
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// Grass
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else if (rMat.RawFlags & 0x00000008)
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Tint *= CColor::Integral(90, 150, 70); // Green
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// Metal
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else if (rMat.RawFlags & 0x00000004)
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Tint *= CColor::Integral(110, 110, 110); // Dark gray
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// Stone
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else if (rMat.RawFlags & 0x00000002)
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Tint *= CColor::Integral(220, 215, 160); // Brown/green ish
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}
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CDrawUtil::UseCollisionShader(Tint);
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pMesh->DrawMaterial(iMat);
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}
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}
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//CDrawUtil::UseColorShader(CColor::skTransparentBlack);
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//mpCollision->DrawWireframe();
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if (rkViewInfo.CollisionSettings.DrawWireframe)
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{
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CDrawUtil::UseColorShader(CColor::skTransparentBlack);
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mpCollision->DrawWireframe();
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}
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}
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SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)
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@ -64,6 +64,7 @@ public:
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CVector2f MouseDeviceCoordinates();
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double LastRenderDuration();
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inline SCollisionRenderSettings& CollisionRenderSettings() { return mViewInfo.CollisionSettings; }
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public slots:
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void ProcessInput();
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void Render();
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@ -164,7 +164,8 @@ HEADERS += \
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CharacterEditor/CCharacterEditorViewport.h \
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CGridRenderable.h \
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CharacterEditor/CSkeletonHierarchyModel.h \
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CLineRenderable.h
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CLineRenderable.h \
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WorldEditor/CCollisionRenderSettingsDialog.h
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# Source Files
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SOURCES += \
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@ -224,7 +225,8 @@ SOURCES += \
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CAboutDialog.cpp \
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CharacterEditor/CCharacterEditor.cpp \
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CharacterEditor/CCharacterEditorViewport.cpp \
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CharacterEditor/CSkeletonHierarchyModel.cpp
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CharacterEditor/CSkeletonHierarchyModel.cpp \
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WorldEditor/CCollisionRenderSettingsDialog.cpp
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# UI Files
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FORMS += \
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@ -245,4 +247,5 @@ FORMS += \
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WorldEditor/CSelectInstanceDialog.ui \
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WorldEditor/CRepackInfoDialog.ui \
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CAboutDialog.ui \
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CharacterEditor/CCharacterEditor.ui
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CharacterEditor/CCharacterEditor.ui \
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WorldEditor/CCollisionRenderSettingsDialog.ui
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@ -0,0 +1,40 @@
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#include "CCollisionRenderSettingsDialog.h"
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#include "ui_CCollisionRenderSettingsDialog.h"
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#include "CWorldEditor.h"
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#include "Editor/UICommon.h"
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CCollisionRenderSettingsDialog::CCollisionRenderSettingsDialog(CWorldEditor *pEditor, QWidget *pParent /*= 0*/)
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: QDialog(pParent)
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, mpEditor(pEditor)
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, mpUi(new Ui::CCollisionRenderSettingsDialog)
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{
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mpUi->setupUi(this);
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connect(mpUi->HideMaskLineEdit, SIGNAL(textChanged(QString)), this, SLOT(OnHideMaskChanged(QString)));
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connect(mpUi->HighlightMaskLineEdit, SIGNAL(textChanged(QString)), this, SLOT(OnHighlightMaskChanged(QString)));
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connect(mpUi->WireframeCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnWireframeToggled(bool)));
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}
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CCollisionRenderSettingsDialog::~CCollisionRenderSettingsDialog()
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{
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delete mpUi;
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}
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void CCollisionRenderSettingsDialog::OnHideMaskChanged(QString NewMask)
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{
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TString MaskStr = TO_TSTRING(NewMask);
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u64 Mask = (MaskStr.IsHexString() ? MaskStr.ToInt64(16) : 0);
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mpEditor->Viewport()->CollisionRenderSettings().HideMask = Mask;
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}
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void CCollisionRenderSettingsDialog::OnHighlightMaskChanged(QString NewMask)
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{
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TString MaskStr = TO_TSTRING(NewMask);
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u64 Mask = (MaskStr.IsHexString() ? MaskStr.ToInt64(16) : 0);
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mpEditor->Viewport()->CollisionRenderSettings().HighlightMask = Mask;
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}
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void CCollisionRenderSettingsDialog::OnWireframeToggled(bool Enable)
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{
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mpEditor->Viewport()->CollisionRenderSettings().DrawWireframe = Enable;
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}
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@ -0,0 +1,29 @@
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#ifndef CCOLLISIONRENDERSETTINGSDIALOG_H
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#define CCOLLISIONRENDERSETTINGSDIALOG_H
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#include <QDialog>
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class CWorldEditor;
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namespace Ui {
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class CCollisionRenderSettingsDialog;
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}
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class CCollisionRenderSettingsDialog : public QDialog
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{
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Q_OBJECT
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Ui::CCollisionRenderSettingsDialog *mpUi;
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CWorldEditor *mpEditor;
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public:
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explicit CCollisionRenderSettingsDialog(CWorldEditor *pEditor, QWidget *pParent = 0);
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~CCollisionRenderSettingsDialog();
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public slots:
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void OnHideMaskChanged(QString NewMask);
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void OnHighlightMaskChanged(QString NewMask);
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void OnWireframeToggled(bool Enable);
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};
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#endif // CCOLLISIONRENDERSETTINGSDIALOG_H
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@ -0,0 +1,59 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<ui version="4.0">
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<class>CCollisionRenderSettingsDialog</class>
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<widget class="QDialog" name="CCollisionRenderSettingsDialog">
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<property name="geometry">
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<rect>
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<x>0</x>
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<y>0</y>
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<width>309</width>
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<height>89</height>
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</rect>
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</property>
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<property name="windowTitle">
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<string>Dialog</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout">
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<item>
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<layout class="QFormLayout" name="formLayout">
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<item row="0" column="0">
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<widget class="QLabel" name="HideMaskLabel">
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<property name="text">
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<string>Hide Mask</string>
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</property>
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</widget>
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</item>
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<item row="0" column="1">
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<widget class="QLineEdit" name="HideMaskLineEdit"/>
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</item>
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<item row="1" column="0">
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<widget class="QLabel" name="HighlightMaskLabel">
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<property name="text">
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<string>Highlight Mask</string>
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</property>
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</widget>
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</item>
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<item row="1" column="1">
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<widget class="QLineEdit" name="HighlightMaskLineEdit"/>
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</item>
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<item row="2" column="0">
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<widget class="QLabel" name="WireframeLabel">
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<property name="text">
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<string>Wireframe</string>
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</property>
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</widget>
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</item>
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<item row="2" column="1">
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<widget class="QCheckBox" name="WireframeCheckBox">
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<property name="text">
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<string/>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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</layout>
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</widget>
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<resources/>
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<connections/>
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</ui>
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@ -34,6 +34,7 @@ CWorldEditor::CWorldEditor(QWidget *parent)
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, ui(new Ui::CWorldEditor)
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, mpArea(nullptr)
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, mpWorld(nullptr)
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, mpCollisionDialog(new CCollisionRenderSettingsDialog(this, this))
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, mpLinkDialog(new CLinkDialog(this, this))
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, mpPoiDialog(nullptr)
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, mIsMakingLink(false)
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@ -139,6 +140,7 @@ CWorldEditor::CWorldEditor(QWidget *parent)
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connect(ui->ActionBloom, SIGNAL(triggered()), this, SLOT(SetBloom()));
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connect(ui->ActionIncrementGizmo, SIGNAL(triggered()), this, SLOT(IncrementGizmo()));
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connect(ui->ActionDecrementGizmo, SIGNAL(triggered()), this, SLOT(DecrementGizmo()));
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connect(ui->ActionCollisionRenderSettings, SIGNAL(triggered()), this, SLOT(EditCollisionRenderSettings()));
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connect(ui->ActionEditLayers, SIGNAL(triggered()), this, SLOT(EditLayers()));
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connect(ui->ActionEditPoiToWorldMap, SIGNAL(triggered()), this, SLOT(EditPoiToWorldMap()));
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@ -1104,6 +1106,11 @@ void CWorldEditor::DecrementGizmo()
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mGizmo.DecrementSize();
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}
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void CWorldEditor::EditCollisionRenderSettings()
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{
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mpCollisionDialog->show();
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}
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void CWorldEditor::EditLayers()
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{
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// Launch layer editor
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@ -1,6 +1,7 @@
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#ifndef CWORLDEDITOR_H
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#define CWORLDEDITOR_H
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#include "CCollisionRenderSettingsDialog.h"
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#include "CLinkDialog.h"
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#include "CPoiMapEditDialog.h"
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#include "Editor/INodeEditor.h"
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@ -39,6 +40,7 @@ class CWorldEditor : public INodeEditor
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TResPtr<CGameArea> mpArea;
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QTimer mRefreshTimer;
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CCollisionRenderSettingsDialog *mpCollisionDialog;
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CLinkDialog *mpLinkDialog;
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CPoiMapEditDialog *mpPoiDialog;
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void SetBloom();
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void IncrementGizmo();
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void DecrementGizmo();
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void EditCollisionRenderSettings();
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void EditLayers();
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void EditPoiToWorldMap();
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@ -463,6 +463,7 @@
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<addaction name="menuLighting"/>
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<addaction name="menuBloom"/>
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<addaction name="separator"/>
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<addaction name="ActionCollisionRenderSettings"/>
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<addaction name="ActionDisableBackfaceCull"/>
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<addaction name="ActionDisableAlpha"/>
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</widget>
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<string>Ctrl+Shift+S</string>
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</property>
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</action>
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<action name="ActionCollisionRenderSettings">
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<property name="text">
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<string>Collision Render Settings</string>
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</property>
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</action>
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</widget>
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<customwidgets>
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<customwidget>
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