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synced 2025-03-03 19:03:20 -05:00
Fixed small issue with bone colors in adv select when switching bone filters
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@ -3267,7 +3267,7 @@ local Col4
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local LockMode, LockTo = false, { id = nil, ent = nil }
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local IsPropRagdoll, TreeEntities = false, {}
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local ScaleLocks = {}
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local ResetMode = false
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local ResetMode, RecalculateColors = false, false
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cvars.AddChangeCallback("ragdollmover_ik_hand_L", function(convar, old, new)
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if not IsValid(EnableIKButt) then return end
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@ -3629,6 +3629,7 @@ local NodeFunctions = {
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}
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local function SetBoneNodes(bonepanel, sortedbones)
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RecalculateColors = true
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nodes = {}
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local width = 0
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@ -5006,7 +5007,8 @@ function TOOL:DrawHUD()
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local id = 0
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if self:GetOperation() == 2 and IsValid(ent) then
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local timecheck = (thinktime - LastSelectThink) > 0.1
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local calc = ( not LastEnt or LastEnt ~= ent ) or timecheck
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local calc = ( not LastEnt or LastEnt ~= ent ) or timecheck or RecalculateColors
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RecalculateColors = false
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if self:GetStage() == 0 then
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BoneColors, BoneScaleGroup, id = rgm.AdvBoneSelectRender(ent, nodes, BoneColors, calc, eyepos, viewvec, fov)
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