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Merge pull request #73 from WiggleWizard/fix/buildoptimizations
Enabled multithreaded compilation and fixed some build warnings
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@@ -50,7 +50,7 @@ public:
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{
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ImGui::Text("Stick to floor step down");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##StickToFloorStepDown", &component.StickToFloorStepDown.y, -10.0f, 0.01, 0.0f);
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ImGui::DragFloat("##StickToFloorStepDown", &component.StickToFloorStepDown.y, -10.0f, 0.01f, 0.0f);
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ImGui::TableNextColumn();
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ComponentTableReset(component.StickToFloorStepDown.y, -0.5f);
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}
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@@ -58,7 +58,7 @@ public:
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{
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ImGui::Text("Step down extra");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##StepDownExtra", &component.StepDownExtra.y, -10.0f, 0.01, 0.0f);
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ImGui::DragFloat("##StepDownExtra", &component.StepDownExtra.y, -10.0f, 0.01f, 0.0f);
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ImGui::TableNextColumn();
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ComponentTableReset(component.StepDownExtra.y, 0.0f);
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}
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@@ -66,7 +66,7 @@ public:
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{
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ImGui::Text("Step up");
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ImGui::TableNextColumn();
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ImGui::DragFloat("##StepUp", &component.SteppingStepUp.y, 0.0f, 0.01, 10.0f);
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ImGui::DragFloat("##StepUp", &component.SteppingStepUp.y, 0.0f, 0.01f, 10.0f);
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ImGui::TableNextColumn();
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ComponentTableReset(component.SteppingStepUp.y, 0.4f);
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}
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@@ -26,7 +26,7 @@ ImGui::Text(##name);
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bool removed = false; \
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bool headerOpened = ImGui::CollapsingHeader(#name, ImGuiTreeNodeFlags_DefaultOpen); \
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ImGui::PopStyleVar(); \
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if (#name != "TRANSFORM" && ImGui::BeginPopupContextItem()) \
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if (strcmp(#name, "TRANSFORM") != 0 && ImGui::BeginPopupContextItem()) \
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{ \
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if (ImGui::Selectable("Remove")) { removed = true; } \
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ImGui::EndPopup(); \
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@@ -42,7 +42,7 @@ ImGui::Text(##name);
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{ \
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delete boldFont; \
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ImGui::PopStyleVar(); \
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ImGui::Indent(); \
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ImGui::Indent(); \
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if (ImGui::BeginTable(#name, 3, ImGuiTableFlags_SizingStretchProp)) \
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{ \
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ImGui::TableSetupColumn("name", 0, 0.25f); \
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@@ -129,7 +129,7 @@ public:
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auto animations = model->GetAnimations();
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if (ImGui::BeginCombo("Type", model->GetCurrentAnimation()->GetName().c_str()))
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{
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for (int n = 0; n < model->GetAnimationsCount(); n++)
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for (uint32_t n = 0; n < model->GetAnimationsCount(); n++)
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{
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bool is_selected = (animIndex == n);
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std::string animName = animations[n]->GetName();
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