Radiant:
binds... * ctrl+tab (nextview cmd) = center on selected in 4 views layout misc... * quick method of rendering camera icon (w/o rerendering the scene) = great speedup for camera moves * fix: center on selected cmd works in floating views layout * projections are switchable in floating views layout * defaulted 'mark active view by outline'
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@@ -1640,10 +1640,6 @@ void CamWnd::BenchMark(){
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}
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void fill_view_camera_menu( GtkMenu* menu ){
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create_check_menu_item_with_mnemonic( menu, "Camera View", "ToggleCamera" );
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}
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void GlobalCamera_ResetAngles(){
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CamWnd& camwnd = *g_camwnd;
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Vector3 angles;
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@@ -1924,8 +1920,8 @@ void CamWnd_Construct(){
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GlobalCommands_insert( "DownFloor", FreeCaller<Camera_ChangeFloorDown>(), Accelerator( GDK_Next ) );
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GlobalToggles_insert( "ToggleCamera", ToggleShown::ToggleCaller( g_camera_shown ), ToggleItem::AddCallbackCaller( g_camera_shown.m_item ), Accelerator( 'C', (GdkModifierType)( GDK_SHIFT_MASK | GDK_CONTROL_MASK ) ) );
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GlobalCommands_insert( "LookThroughSelected", FreeCaller<GlobalCamera_LookThroughSelected>() );
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GlobalCommands_insert( "LookThroughCamera", FreeCaller<GlobalCamera_LookThroughCamera>() );
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// GlobalCommands_insert( "LookThroughSelected", FreeCaller<GlobalCamera_LookThroughSelected>() );
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// GlobalCommands_insert( "LookThroughCamera", FreeCaller<GlobalCamera_LookThroughCamera>() );
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if ( g_pGameDescription->mGameType == "doom3" ) {
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GlobalCommands_insert( "TogglePreview", FreeCaller<CamWnd_TogglePreview>(), Accelerator( GDK_F3 ) );
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