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Update from base #3
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…ttings. Moved NamedVerticalScope out of "Editor" so it can be used in the scene view.
…show method without width parameter.
…ation buttons. Added a custom button with right-clickable hint.
…nd its height. Reduced stretching artefacts on the first frame.
Vertex Editor: Added Chamfer Edge Tool
…in case the GUID changes (observed a lot with scriptable objects) * Palette also saves more aggressively since Unity doesn't seem to save player prefs unless you run the game
…tracking Palette Bug Fixes
…WorldConverter incomplete.
…dded special material handling. Fixed missing materials due to floating point inaccuracies (quake double to float apparently).
Quake1 Map Importer
… point precision bug that caused some materials to not be applied.
* Added ability to have SabreCSG's overlay as a dockable window (use the >>> button) * Radial menu is now more independent of SabreCSG * Started on densify/simplify faces to increase tesselation
Fixed missing material assignments in the VMF importer
ISSUE-159 Vertex editor: vertices not recognized as edges
Chamfer now assigns materials to new polygons.
…er friendly with color palette inspired by Adobe Photoshop CC 2018. Introducing SabreGUILayout.ColorField that works inside of GUILayout.Window callbacks.
…for the color picker window as it was fixed by the Unity team.
…earBurn, Lighten, Screen, ColorDodge and LinearDodge). The brush size can now be reduced further down to 0.1f.
… the user to move first as it allows more precision.
…mall performance improvements while painting.
Slight performance increase switching from Mesh.colors to Mesh.colors32.
… VertexPaintingPort
… VertexPaintingPort
Vertex Painting
Can now vertex paint the R, G and B channels individually.
Cleanup and documentation: Scripts/Core/CSG/Vertex.cs
Cleanup and documentation: Scripts/Core/CSG/Edge.cs
Deleted unused coplanar optimization algorithm from Scripts/Core/PolygonFactory.cs
This is a great feature for now and in the future to let us keep important checks, unit tests, error logs... without potentially negatively impacting the end user and unnecessarily slowing down their system.
Added SABRE_CSG_DEBUG mode to prevent performance regressions.
Cleanup and documentation: Scripts/Core/CSG/Polygon.cs
Added generic EPSILON constants to Scripts/Extensions/MathHelper.cs that all of SabreCSG uses to keep things consistent and easy to swap & find references in the future for the move to fixed point. Additional documentation for the `Polygon.Vector3ComparerEpsilon`, `Polygon.VertexComparerEpsilon`, `Polygon.PolygonUIDComparer` and `Polygon.IDeepCopyable<T>`.
Cleanup and documentation: EPSILON
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