Add Visualization chat commands
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@@ -34,7 +34,7 @@ namespace OpenRA.Graphics
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readonly HardwarePalette palette = new HardwarePalette();
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readonly Dictionary<string, PaletteReference> palettes = new Dictionary<string, PaletteReference>();
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readonly TerrainRenderer terrainRenderer;
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readonly Lazy<DeveloperMode> devTrait;
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readonly Lazy<DebugVisualizations> debugVis;
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readonly Func<string, PaletteReference> createPaletteReference;
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readonly bool enableDepthBuffer;
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@@ -61,7 +61,7 @@ namespace OpenRA.Graphics
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Theater = new Theater(world.Map.Rules.TileSet);
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terrainRenderer = new TerrainRenderer(world, this);
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devTrait = Exts.Lazy(() => world.LocalPlayer != null ? world.LocalPlayer.PlayerActor.Trait<DeveloperMode>() : null);
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debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault<DebugVisualizations>());
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}
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public void UpdatePalettesForPlayer(string internalName, HSLColor color, bool replaceExisting)
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@@ -125,11 +125,11 @@ namespace OpenRA.Graphics
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if (World.WorldActor.Disposed)
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return;
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if (devTrait.Value != null)
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if (debugVis.Value != null)
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{
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Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(devTrait.Value.ShowDepthPreview);
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Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(devTrait.Value.ShowDepthPreview);
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Game.Renderer.WorldRgbaColorRenderer.SetDepthPreviewEnabled(devTrait.Value.ShowDepthPreview);
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Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
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Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
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Game.Renderer.WorldRgbaColorRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
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}
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RefreshPalette();
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@@ -196,7 +196,7 @@ namespace OpenRA.Graphics
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foreach (var r in g)
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r.Render(this);
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if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
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if (debugVis.Value != null && debugVis.Value.RenderGeometry)
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{
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].RenderDebugGeometry(this);
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