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Visual Mode: fixed a bug where selected 3D floor tops/bottoms would appear to be selected after undo, but actually weren't selected anymore
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1 changed files with 20 additions and 1 deletions
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@ -362,7 +362,26 @@ namespace CodeImp.DoomBuilder.BuilderModes
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BaseVisualSector bvs = (BaseVisualSector)vs.Value;
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if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor);
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if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling);
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foreach(Sidedef sd in vs.Key.Sidedefs)
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// Also check extra floors
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if (bvs.ExtraFloors.Count > 0)
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foreach (VisualFloor vf in bvs.ExtraFloors)
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if (vf.Selected) selectedobjects.Add(vf);
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if (bvs.ExtraBackFloors.Count > 0)
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foreach (VisualFloor vf in bvs.ExtraBackFloors)
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if (vf.Selected) selectedobjects.Add(vf);
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// Also check extra ceilings
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if (bvs.ExtraCeilings.Count > 0)
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foreach (VisualCeiling vc in bvs.ExtraCeilings)
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if (vc.Selected) selectedobjects.Add(vc);
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if (bvs.ExtraBackCeilings.Count > 0)
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foreach (VisualCeiling vc in bvs.ExtraBackCeilings)
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if (vc.Selected) selectedobjects.Add(vc);
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foreach (Sidedef sd in vs.Key.Sidedefs)
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{
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List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
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foreach(VisualGeometry sdg in sidedefgeos)
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