reset
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@@ -52,12 +52,12 @@ namespace Tools
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return changed;
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}
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bool ModelDropdown(Gen::ModelHandle& modelHandle, const char* name)
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bool ModelDropdown(Gen::ModelHandle& modelHandle, const char* title)
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{
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bool changed = false;
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auto& R = Game::GameRendering::Get();
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const char* assetName = GetAssetPath(modelHandle.Asset);
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if (ImGui::BeginCombo(name, assetName))
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if (ImGui::BeginCombo(title, assetName))
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{
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for (int32_t i = 0; i < R.ModelCount; ++i)
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{
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@@ -72,12 +72,12 @@ namespace Tools
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return changed;
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}
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bool TextureDropdown(Gen::TextureHandle& texHandle)
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bool TextureDropdown(Gen::TextureHandle& texHandle, const char* title)
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{
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bool changed = false;
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auto& R = Game::GameRendering::Get();
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const char* name = GetAssetPath(texHandle.Asset);
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if (ImGui::BeginCombo("Texture", name))
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if (ImGui::BeginCombo(title, name))
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{
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for (int32_t i = 0; i < R.MaxTextures; ++i)
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{
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@@ -305,7 +305,9 @@ namespace Tools
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bTabletChanged |= Tools::EntityDataSettings(player.Config.TabletBackgroundRenderData);
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ImGui::Text("Status");
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bTabletChanged |= Tools::EntityDataSettings(player.Config.TabletStatusRenderData);
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bTabletChanged |= Tools::TextureDropdown(player.Config.TabletStatusSolvedTexture);
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bTabletChanged |= Tools::TextureDropdown(player.Config.TabletStatusSolvedTexture, "Solved Texture");
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ImGui::Text("Reset");
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bTabletChanged |= Tools::EntityDataSettings(player.Config.TabletResetRenderData);
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if (bTabletChanged)
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{
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Serializer s;
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