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@@ -494,9 +494,10 @@ void editor_project_gui() {
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}
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*/
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NK_MENU_START(level)
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nk_layout_row_dynamic(ctx,25,3);
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nuke_nel(1);
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nk_labelf(ctx, "Current level: %s", current_level[0] == '\0' ? "No level loaded." : current_level);
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nuke_nel(3);
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if (nk_button_label(ctx, "New")) {
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new_level();
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current_level[0] = '\0';
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@@ -514,10 +515,10 @@ void editor_project_gui() {
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levelname[0] = '\0';
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get_levels();
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}
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nuke_nel(1);
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nk_edit_string_zero_terminated(ctx, NK_EDIT_SIMPLE, levelname, MAXNAME - 1, nk_filter_default);
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nk_layout_row_dynamic(ctx,25,1);
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vec_walk(levels, editor_level_btn);
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NK_MENU_END()
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@@ -649,13 +650,14 @@ void editor_project_gui() {
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NK_FORCE_END()
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NK_FORCE(prefab)
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nuke_nel(1);
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nk_layout_row_dynamic(ctx, 25, 1);
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vec_walk(prefabs, editor_prefab_btn);
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NK_FORCE_END()
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NK_MENU_START(assets)
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nk_layout_row_dynamic(ctx,25,1);
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nuke_nel(1);
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editor.asset_srch = nk_edit_string_zero_terminated(ctx, NK_EDIT_SIMPLE, asset_search_buffer, 100, nk_filter_ascii);
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@@ -990,6 +992,7 @@ void get_levels() { fill_extensions(levels, DATA_PATH, EXT_LEVEL); }
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void editor_prefab_btn(char *prefab) {
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if (nk_button_label(ctx, prefab)) {
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printf("making prefab\n");
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gameobject_makefromprefab(prefab);
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/*GameObject* newprefab = (GameObject*)createPrefab(*prefab); */
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/*cam_inverse_goto(&camera, &newprefab->transform); */
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