fix upgrades one more time
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@@ -50,12 +50,12 @@ namespace Tools
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return changed;
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}
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bool ModelDropdown(Gen::ModelHandle& modelHandle)
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bool ModelDropdown(Gen::ModelHandle& modelHandle, const char* name)
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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(modelHandle.Asset);
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if (ImGui::BeginCombo("Model", name))
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const char* assetName = GetAssetPath(modelHandle.Asset);
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if (ImGui::BeginCombo(name, 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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@@ -360,34 +360,15 @@ namespace Tools
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ImGui::End();
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if (ImGui::Begin("Puzzles"))
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{
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if (ImGui::Button("Add"))
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{
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bool found = false;
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for (int32_t i = 0; i < BX_COUNTOF(level.Puzzles); ++i)
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{
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auto& puz = level.Puzzles[i].Data;
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if (puz.ID == UINT16_MAX)
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{
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bx::strCopy(puz.PuzzleName, sizeof(puz.PuzzleName), "Unnamed Puzzle");
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puz.ID = i;
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found = true;
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break;
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}
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}
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if (!found)
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{
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LOG_ERROR("Too many puzzles!");
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}
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}
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ImGui::Separator();
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char nameBuf[64]{0};
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for (int32_t i = 0; i < BX_COUNTOF(level.Puzzles); ++i)
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{
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auto& puzzleData = level.Puzzles[i].Data;
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if (puzzleData.ID == UINT16_MAX) continue;
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bool isSelected = debug.SelectedDebugLevel == i;
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ImGui::PushID("selectable");
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if (ImGui::Selectable(puzzleData.PuzzleName, isSelected))
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bx::snprintf(nameBuf, sizeof(nameBuf), "%u: %s", i, puzzleData.PuzzleName);
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if (ImGui::Selectable(nameBuf, isSelected))
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{
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debug.SelectedDebugLevel = isSelected ? UINT16_MAX : i;
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}
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@@ -438,8 +419,19 @@ namespace Tools
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ImGui::EndDragDropSource();
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}
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Tools::ModelDropdown(card.ModelHandle);
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Tools::ModelDropdown(card.BaseModelHandle);
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Tools::TextureDropdown(card.BoardTextureHandle);
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if (ImGui::TreeNodeEx("Covers"))
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{
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Tools::ModelDropdown(card.NorthCoverHandle, "North Cover");
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Tools::ModelDropdown(card.EastCoverHandle, "East Cover");
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Tools::ModelDropdown(card.SouthCoverHandle, "South Cover");
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Tools::ModelDropdown(card.WestCoverHandle, "West Cover");
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ImGui::TreePop();
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}
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ImGui::Text("Card");
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for (int8_t y = 0; y < Puzzle::Config::CardSize; ++y)
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{
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ImGui::PushID(y);
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