Terrain refactor (#549)
- terrain separated into core logic and gui - terrain can be serialized - ddgi extents also saved, added control for smooth backface test - raytraced shadow fixes
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@@ -561,15 +561,16 @@ void ObjectWindow::Create(EditorComponent* _editor)
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void ObjectWindow::SetEntity(Entity entity)
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{
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Scene& scene = editor->GetCurrentScene();
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const ObjectComponent* object = scene.objects.GetComponent(entity);
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if (object == nullptr)
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entity = INVALID_ENTITY;
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if (this->entity == entity)
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return;
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this->entity = entity;
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Scene& scene = editor->GetCurrentScene();
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const ObjectComponent* object = scene.objects.GetComponent(entity);
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if (object != nullptr)
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{
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SetEnabled(true);
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