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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Changed number format in component editor
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@@ -353,7 +353,7 @@ namespace GlitchyEditor.EditWindows
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}
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ImGui.PropertyTableStartNewProperty("Rotation");
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if (ImGui.Float3Editor("##Rotation", ref rotationEuler, resetValues: .Zero, dragSpeed: 0.1f, componentEnabled: componentEditable, format: .("%.3f°",)))
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if (ImGui.Float3Editor("##Rotation", ref rotationEuler, resetValues: .Zero, dragSpeed: 0.1f, componentEnabled: componentEditable, format: .("%.3g°",)))
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{
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transform.EditorRotationEuler = MathHelper.ToRadians(rotationEuler);
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@@ -405,46 +405,46 @@ namespace GlitchyEditor.EditWindows
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{
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ImGui.PropertyTableStartNewProperty("Fov Y");
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float fovY = MathHelper.ToDegrees(camera.PerspectiveFovY);
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if (ImGui.DragFloat("##Fov Y", &fovY, 0.1f, format: "%.3f°"))
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if (ImGui.DragFloat("##Fov Y", &fovY, 0.1f, format: "%.3g°"))
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camera.PerspectiveFovY = MathHelper.ToRadians(fovY);
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ImGui.PropertyTableStartNewProperty("Near");
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float near = camera.PerspectiveNearPlane;
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if (ImGui.DragFloat("##Near", &near, 0.1f))
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if (ImGui.DragFloat("##Near", &near, 0.1f, format: "%.3g"))
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camera.PerspectiveNearPlane = near;
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ImGui.PropertyTableStartNewProperty("Far");
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float far = camera.PerspectiveFarPlane;
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if (ImGui.DragFloat("##Far", &far, 0.1f))
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if (ImGui.DragFloat("##Far", &far, 0.1f, format: "%.3g"))
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camera.PerspectiveFarPlane = far;
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}
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else if (camera.ProjectionType == .InfinitePerspective)
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{
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ImGui.PropertyTableStartNewProperty("Vertical FOV");
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float fovY = MathHelper.ToDegrees(camera.PerspectiveFovY);
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if (ImGui.DragFloat("##Vertical FOV", &fovY, 0.1f, format: "%.3f°"))
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if (ImGui.DragFloat("##Vertical FOV", &fovY, 0.1f, format: "%.3g°"))
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camera.PerspectiveFovY = MathHelper.ToRadians(fovY);
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ImGui.PropertyTableStartNewProperty("Near");
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float near = camera.PerspectiveNearPlane;
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if (ImGui.DragFloat("##Near", &near, 0.1f))
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if (ImGui.DragFloat("##Near", &near, 0.1f, format: "%.3g"))
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camera.PerspectiveNearPlane = near;
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}
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else if (camera.ProjectionType == .Orthographic)
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{
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ImGui.PropertyTableStartNewProperty("Size");
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float size = camera.OrthographicHeight;
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if (ImGui.DragFloat("##Size", &size, 0.1f))
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if (ImGui.DragFloat("##Size", &size, 0.1f, format: "%.3g"))
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camera.OrthographicHeight = size;
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ImGui.PropertyTableStartNewProperty("Near");
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float near = camera.OrthographicNearPlane;
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if (ImGui.DragFloat("##Near", &near, 0.1f))
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if (ImGui.DragFloat("##Near", &near, 0.1f, format: "%.3g"))
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camera.OrthographicNearPlane = near;
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ImGui.PropertyTableStartNewProperty("Far");
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float far = camera.OrthographicFarPlane;
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if (ImGui.DragFloat("##Far", &far, 0.1f))
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if (ImGui.DragFloat("##Far", &far, 0.1f, format: "%.3g"))
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camera.OrthographicFarPlane = far;
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}
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@@ -457,7 +457,7 @@ namespace GlitchyEditor.EditWindows
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{
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ImGui.PropertyTableStartNewProperty("Aspect Ratio");
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float aspect = camera.AspectRatio;
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if (ImGui.DragFloat("##Aspect Ratio", &aspect, 0.1f))
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if (ImGui.DragFloat("##Aspect Ratio", &aspect, 0.1f, format: "%.3g"))
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camera.AspectRatio = aspect;
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}
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}
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@@ -522,7 +522,7 @@ namespace GlitchyEditor.EditWindows
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ImGui.Float4Editor("##UV Transform", ref circleRendererComponent.UvTransform, resetValues: float4(0, 0, 1, 1));
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ImGui.PropertyTableStartNewProperty("Inner Radius");
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ImGui.DragFloat("##Inner Radius", &circleRendererComponent.InnerRadius, 0.1f, 0.0f, 1.0f);
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ImGui.DragFloat("##Inner Radius", &circleRendererComponent.InnerRadius, 0.1f, 0.0f, 1.0f, format: "%.3g");
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}
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static int InputTextCallback(ImGui.InputTextCallbackData* data)
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@@ -583,7 +583,7 @@ namespace GlitchyEditor.EditWindows
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ImGui.PropertyTableStartNewProperty("Font Size");
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if (ImGui.DragFloat("##fontSize", &textRendererComponent.FontSize))
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if (ImGui.DragFloat("##fontSize", &textRendererComponent.FontSize, format: "%.3g"))
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{
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textRendererComponent.NeedsRebuild = true;
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}
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@@ -667,7 +667,7 @@ namespace GlitchyEditor.EditWindows
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float gravityScale = rigidBodyComponent.GravityScale;
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ImGui.PropertyTableStartNewProperty("Gravity Scale");
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if (ImGui.DragFloat("##Gravity Scale", &gravityScale))
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if (ImGui.DragFloat("##Gravity Scale", &gravityScale, format: "%.3g"))
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{
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rigidBodyComponent.GravityScale = gravityScale;
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}
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@@ -687,22 +687,22 @@ namespace GlitchyEditor.EditWindows
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float density = boxCollider.Density;
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ImGui.PropertyTableStartNewProperty("Density");
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if (ImGui.DragFloat("##Density", &density, 0.0f, 0.1f))
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if (ImGui.DragFloat("##Density", &density, 0.0f, 0.1f, format: "%.3g"))
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boxCollider.Density = density;
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float friction = boxCollider.Friction;
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ImGui.PropertyTableStartNewProperty("Friction");
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if (ImGui.DragFloat("##Friction", &friction, 0.0f, 0.1f))
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if (ImGui.DragFloat("##Friction", &friction, 0.0f, 0.1f, format: "%.3g"))
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boxCollider.Friction = friction;
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float restitution = boxCollider.Restitution;
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ImGui.PropertyTableStartNewProperty("Restitution");
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if (ImGui.DragFloat("##Restitution", &restitution, 0.0f, 0.1f))
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if (ImGui.DragFloat("##Restitution", &restitution, 0.0f, 0.1f, format: "%.3g"))
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boxCollider.Restitution = restitution;
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float restitutionThreshold = boxCollider.RestitutionThreshold;
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ImGui.PropertyTableStartNewProperty("Restitution Threshold");
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if (ImGui.DragFloat("##RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f))
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if (ImGui.DragFloat("##RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f, format: "%.3g"))
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boxCollider.RestitutionThreshold = restitutionThreshold;
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}
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@@ -715,27 +715,27 @@ namespace GlitchyEditor.EditWindows
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float radius = circleCollider.Radius;
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ImGui.PropertyTableStartNewProperty("Radius");
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if (ImGui.DragFloat("##Radius", &radius, 0.0f, 0.1f))
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if (ImGui.DragFloat("##Radius", &radius, 0.0f, 0.1f, format: "%.3g"))
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circleCollider.Radius = radius;
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float density = circleCollider.Density;
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ImGui.PropertyTableStartNewProperty("Density");
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if (ImGui.DragFloat("##Density", &density, 0.0f, 0.1f))
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if (ImGui.DragFloat("##Density", &density, 0.0f, 0.1f, format: "%.3g"))
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circleCollider.Density = density;
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float friction = circleCollider.Friction;
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ImGui.PropertyTableStartNewProperty("Friction");
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if (ImGui.DragFloat("##Friction", &friction, 0.0f, 0.1f))
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if (ImGui.DragFloat("##Friction", &friction, 0.0f, 0.1f, format: "%.3g"))
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circleCollider.Friction = friction;
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float restitution = circleCollider.Restitution;
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ImGui.PropertyTableStartNewProperty("Restitution");
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if (ImGui.DragFloat("##Restitution", &restitution, 0.0f, 0.1f))
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if (ImGui.DragFloat("##Restitution", &restitution, 0.0f, 0.1f, format: "%.3g"))
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circleCollider.Restitution = restitution;
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float restitutionThreshold = circleCollider.RestitutionThreshold;
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ImGui.PropertyTableStartNewProperty("Restitution Threshold");
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if (ImGui.DragFloat("##RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f))
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if (ImGui.DragFloat("##RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f, format: "%.3g"))
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circleCollider.RestitutionThreshold = restitutionThreshold;
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}
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@@ -806,22 +806,22 @@ namespace GlitchyEditor.EditWindows
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float density = polygonCollider.Density;
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ImGui.PropertyTableStartNewProperty("Density");
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if (ImGui.DragFloat("##Density", &density, 0.0f, 0.1f))
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if (ImGui.DragFloat("##Density", &density, 0.0f, 0.1f, format: "%.3g"))
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polygonCollider.Density = density;
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float friction = polygonCollider.Friction;
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ImGui.PropertyTableStartNewProperty("Friction");
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if (ImGui.DragFloat("##Friction", &friction, 0.0f, 0.1f))
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if (ImGui.DragFloat("##Friction", &friction, 0.0f, 0.1f, format: "%.3g"))
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polygonCollider.Friction = friction;
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float restitution = polygonCollider.Restitution;
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ImGui.PropertyTableStartNewProperty("Restitution");
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if (ImGui.DragFloat("##Restitution", &restitution, 0.0f, 0.1f))
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if (ImGui.DragFloat("##Restitution", &restitution, 0.0f, 0.1f, format: "%.3g"))
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polygonCollider.Restitution = restitution;
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float restitutionThreshold = polygonCollider.RestitutionThreshold;
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ImGui.PropertyTableStartNewProperty("Restitution Threshold");
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if (ImGui.DragFloat("##RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f))
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if (ImGui.DragFloat("##RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f, format: "%.3g"))
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polygonCollider.RestitutionThreshold = restitutionThreshold;
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}
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@@ -894,7 +894,7 @@ namespace GlitchyEditor.EditWindows
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float illuminance = light.Illuminance;
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ImGui.PropertyTableStartNewProperty("Illuminance");
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if (ImGui.DragFloat("##Illuminance", &illuminance, 0.1f, 0.0f, float.MaxValue))
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if (ImGui.DragFloat("##Illuminance", &illuminance, 0.1f, 0.0f, float.MaxValue, format: "%.3g"))
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light.Illuminance = illuminance;
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}
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@@ -324,7 +324,7 @@ namespace ImGui
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SameLine();
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char8* format = "%.3f";
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char8* format = "%.3g";
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if (!numberFormat[i].IsWhiteSpace)
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{
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