editor: renderpath switching fix with multiple scenes
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+8
-4
@@ -96,6 +96,10 @@ void EditorComponent::ChangeRenderPath(RENDERPATH path)
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{
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NewScene();
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}
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else
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{
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SetCurrentScene(current_scene);
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}
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renderPath->resolutionScale = resolutionScale;
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renderPath->setBloomThreshold(3.0f);
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@@ -351,16 +355,16 @@ void EditorComponent::ResizeLayout()
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renderPathComboBox.SetPos(XMFLOAT2(screenW - 140, 45));
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sceneComboBox.SetSize(XMFLOAT2(120, 18));
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sceneComboBox.SetPos(XMFLOAT2(screenW - 140, 70));
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sceneComboBox.SetPos(XMFLOAT2(screenW - 140, 67));
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saveModeComboBox.SetSize(XMFLOAT2(120, 18));
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saveModeComboBox.SetPos(XMFLOAT2(screenW - 140, 95));
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saveModeComboBox.SetPos(XMFLOAT2(screenW - 140, 89));
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pathTraceTargetSlider.SetSize(XMFLOAT2(200, 18));
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pathTraceTargetSlider.SetPos(XMFLOAT2(screenW - 240, 100));
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pathTraceTargetSlider.SetPos(XMFLOAT2(screenW - 240, 111));
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pathTraceStatisticsLabel.SetSize(XMFLOAT2(240, 60));
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pathTraceStatisticsLabel.SetPos(XMFLOAT2(screenW - 240, 125));
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pathTraceStatisticsLabel.SetPos(XMFLOAT2(screenW - 240, 133));
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entityTree.SetSize(XMFLOAT2(260, 300));
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entityTree.SetPos(XMFLOAT2(0, screenH - entityTree.scale_local.y));
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