fix layer select after merge, add brush rotation
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@@ -120,7 +120,7 @@
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</node>
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</node>
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<border dir="col" align="center" grow="1" width="1">
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<border dir="col" align="center" grow="1" width="1">
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<node height="20" pad="1" width="100%"><slider-h id="tip-size" value=".25"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-size" value=".25"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-flow" value=".15"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-flow" value=".5"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-opacity" value="1"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-opacity" value="1"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-spacing" value=".25"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-spacing" value=".25"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-angle"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-angle"/></node>
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@@ -419,8 +419,10 @@ void App::init_menu_layer()
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layers->clear();
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layers->clear();
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for (auto& i : canvas->m_canvas->m_order)
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for (auto& i : canvas->m_canvas->m_order)
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layers->add_layer(canvas->m_canvas->m_layers[i].m_name.c_str());
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layers->add_layer(canvas->m_canvas->m_layers[i].m_name.c_str());
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layers->m_current_layer->m_selected = false;
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layers->m_current_layer = layers->m_layers[current_idx_order - 1];
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layers->m_current_layer = layers->m_layers[current_idx_order - 1];
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layers->m_current_layer->m_selected = true;
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layers->m_current_layer->m_selected = true;
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layers->m_current_layer->on_selected(layers->m_current_layer);
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}
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}
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popup->mouse_release();
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popup->mouse_release();
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popup->destroy();
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popup->destroy();
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@@ -258,7 +258,7 @@ void ui::Canvas::stroke_draw()
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for (int j = 0; j < 4; j++)
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for (int j = 0; j < 4; j++)
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{
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{
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glm::vec3 ray_origin, ray_dir;
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glm::vec3 ray_origin, ray_dir;
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point_unproject(s.pos + off[j], { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
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point_unproject(s.pos + off[j] * glm::orientate2(-s.angle), { 0, 0, m_box.zw }, m_mv, m_proj, ray_origin, ray_dir);
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glm::vec3 hit;
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glm::vec3 hit;
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if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
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if (ray_intersect(ray_origin, ray_dir, m_plane_origin[i], m_plane_normal[i], m_plane_tangent[i], hit))
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{
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{
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