Fix enabling / disabling shadows in the actor viewer.
Differential Revision: https://code.wildfiregames.com/D3896 This was SVN commit r25334.
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@ -438,7 +438,7 @@ void ActorViewer::SetEnabled(bool enabled)
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{
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{
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// Set shadows, sky and water.
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// Set shadows, sky and water.
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m.OldShadows = g_RenderingOptions.GetShadows();
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m.OldShadows = g_RenderingOptions.GetShadows();
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g_RenderingOptions.SetShadows(m.ShadowsEnabled);
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SetShadowsEnabled(m.ShadowsEnabled);
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m.OldSky = g_Renderer.GetSkyManager()->GetRenderSky();
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m.OldSky = g_Renderer.GetSkyManager()->GetRenderSky();
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g_Renderer.GetSkyManager()->SetRenderSky(false);
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g_Renderer.GetSkyManager()->SetRenderSky(false);
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@ -449,7 +449,7 @@ void ActorViewer::SetEnabled(bool enabled)
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else
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else
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{
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{
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// Restore the old renderer state
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// Restore the old renderer state
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g_RenderingOptions.SetShadows(m.OldShadows);
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SetShadowsEnabled(m.OldShadows);
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g_Renderer.GetSkyManager()->SetRenderSky(m.OldSky);
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g_Renderer.GetSkyManager()->SetRenderSky(m.OldSky);
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g_Renderer.GetWaterManager()->m_RenderWater = m.OldWater;
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g_Renderer.GetWaterManager()->m_RenderWater = m.OldWater;
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}
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}
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@ -472,7 +472,10 @@ void ActorViewer::SetWaterEnabled(bool enabled)
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if (cmpWaterManager)
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if (cmpWaterManager)
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cmpWaterManager->SetWaterLevel(waterLevel);
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cmpWaterManager->SetWaterLevel(waterLevel);
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}
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}
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void ActorViewer::SetShadowsEnabled(bool enabled) { m.ShadowsEnabled = enabled; }
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void ActorViewer::SetShadowsEnabled(bool enabled) {
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g_RenderingOptions.SetShadows(enabled);
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m.ShadowsEnabled = enabled;
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}
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void ActorViewer::SetBoundingBoxesEnabled(bool enabled) { m.SelectionBoxEnabled = enabled; }
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void ActorViewer::SetBoundingBoxesEnabled(bool enabled) { m.SelectionBoxEnabled = enabled; }
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void ActorViewer::SetAxesMarkerEnabled(bool enabled) { m.AxesMarkerEnabled = enabled; }
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void ActorViewer::SetAxesMarkerEnabled(bool enabled) { m.AxesMarkerEnabled = enabled; }
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void ActorViewer::SetPropPointsMode(int mode) { m.PropPointsMode = mode; }
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void ActorViewer::SetPropPointsMode(int mode) { m.PropPointsMode = mode; }
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