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Hide GTAV map project option now hides collision meshes, Occlusion ymaps added to main grid
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@ -5778,6 +5778,15 @@ namespace CodeWalker
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}
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}
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public void GetVisibleCollisionMeshes(Camera camera, List<BoundsStoreItem> items)
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{
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//eventually will need to change this to use a list of Ybn's...
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if (hidegtavmap)
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{
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items.Clear();
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}
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}
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public void GetVisibleWaterQuads(Camera camera, List<WaterQuad> quads)
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public void GetVisibleWaterQuads(Camera camera, List<WaterQuad> quads)
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{
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{
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if (hidegtavmap)
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if (hidegtavmap)
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@ -362,13 +362,14 @@ namespace CodeWalker.World
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break;
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break;
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case 32:
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case 32:
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occlnodes.Add(node);
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occlnodes.Add(node);
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//addtogrid = true;
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addtogrid = true;
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break;
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break;
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case 1088:
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case 1088:
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grassnodes.Add(node);
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grassnodes.Add(node);
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addtogrid = true;
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addtogrid = true;
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break;
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break;
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default:
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default:
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addtogrid = true;
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break;
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break;
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}
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}
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@ -744,6 +744,11 @@ namespace CodeWalker
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collisionitems.Clear();
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collisionitems.Clear();
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space.GetVisibleBounds(camera, collisionmeshrange, collisionmeshlayers, collisionitems);
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space.GetVisibleBounds(camera, collisionmeshrange, collisionmeshlayers, collisionitems);
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if (ProjectForm != null)
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{
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ProjectForm.GetVisibleCollisionMeshes(camera, collisionitems);
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}
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foreach (var item in collisionitems)
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foreach (var item in collisionitems)
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{
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{
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YbnFile ybn = gameFileCache.GetYbn(item.Name);
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YbnFile ybn = gameFileCache.GetYbn(item.Name);
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