propagateSeedDeep serialization functionality;
ecs scripting updates; renderer shaderinterop;
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@@ -1,6 +1,8 @@
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#include "stdafx.h"
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#include "MaterialWindow.h"
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#include <sstream>
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#include <Commdlg.h> // openfile
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#include <WinBase.h>
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@@ -545,8 +547,10 @@ void MaterialWindow::SetEntity(Entity entity)
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material->SetUserStencilRef(0);
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const NameComponent& name = *scene.names.GetComponent(entity);
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stringstream ss("");
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ss << name.name << " (" << entity << ")";
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materialNameField->SetValue(name.name);
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materialNameField->SetValue(ss.str());
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waterCheckBox->SetCheck(material->IsWater());
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planarReflCheckBox->SetCheck(material->HasPlanarReflection());
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shadowCasterCheckBox->SetCheck(material->IsCastingShadow());
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