meow-7.2.2
Ansariel 2018-01-09 09:31:56 +01:00
commit 2514a42e8d
24 changed files with 173 additions and 58 deletions

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@ -2,3 +2,4 @@

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@ -13022,13 +13022,13 @@ Change of this parameter will affect the layout of buttons in notification toast
<key>RenderVolumeLODFactor</key>
<map>
<key>Comment</key>
<string>Controls level of detail of primitives (multiplier for current screen area when calculated level of detail)</string>
<string>Influences the distance at which the viewer will display a lower detail model. Higher values = more lag. IMPORTANT: Please disregard advice to increase this value, such as is commonly distributed in notecards.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1.0</real>
<real>2.0</real>
<key>SanityCheckType</key>
<string>LessThanEquals</string>
<key>SanityValue</key>

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@ -126,6 +126,9 @@ void commit_radio_group_land(LLUICtrl* ctrl);
void commit_grid_mode(LLUICtrl *);
void commit_slider_zoom(LLUICtrl *ctrl);
// <FS:KC> show/hide build highlight
void commit_show_highlight(void *ctrl);
/**
* Class LLLandImpactsObserver
*
@ -268,9 +271,13 @@ BOOL LLFloaterTools::postBuild()
// <FS:KC> show highlight
mCheckShowHighlight = getChild<LLCheckBoxCtrl>("checkbox show highlight");
mCheckShowHighlight->setValue(gSavedSettings.getBOOL("RenderHighlightSelections"));
LLSelectMgr::instance().setFSShowHideHighlight(FS_SHOW_HIDE_HIGHLIGHT_NORMAL);
mCheckActualRoot = getChild<LLCheckBoxCtrl>("checkbox actual root");
// </FS:KC>
//
// Create Buttons
//
@ -476,6 +483,9 @@ LLFloaterTools::LLFloaterTools(const LLSD& key)
// <FS:Ansariel> FIRE-7802: Grass and tree selection in build tool
mCommitCallbackRegistrar.add("BuildTool.TreeGrass", boost::bind(&LLFloaterTools::onSelectTreeGrassCombo, this));
// <FS:KC> show/hide build highlight
mCommitCallbackRegistrar.add("BuildTool.commitShowHighlight", boost::bind(&commit_show_highlight, this));
mLandImpactsObserver = new LLLandImpactsObserver();
LLViewerParcelMgr::getInstance()->addObserver(mLandImpactsObserver);
}
@ -1070,6 +1080,15 @@ void LLFloaterTools::onOpen(const LLSD& key)
{
mParcelSelection = LLViewerParcelMgr::getInstance()->getFloatingParcelSelection();
mObjectSelection = LLSelectMgr::getInstance()->getEditSelection();
// <FS:KC> Set the check box value from the saved setting
// this function runs on selection change
if (!mOpen)
{
mOpen = TRUE;
mCheckShowHighlight->setValue(gSavedSettings.getBOOL("RenderHighlightSelections"));
}
// </FS:KC>
std::string panel = key.asString();
if (!panel.empty())
@ -1099,6 +1118,12 @@ void LLFloaterTools::onClose(bool app_quitting)
LLSelectMgr::getInstance()->promoteSelectionToRoot();
gSavedSettings.setBOOL("EditLinkedParts", FALSE);
// <FS:KC>
LLSelectMgr::instance().setFSShowHideHighlight(FS_SHOW_HIDE_HIGHLIGHT_NORMAL);
mOpen = FALSE; //hack cause onOpen runs on every selection change but onClose doesnt.
// </FS:KC>
gViewerWindow->showCursor();
resetToolState();
@ -1295,6 +1320,23 @@ void commit_select_component(void *data)
}
}
// <FS:KC> show/hide build highlight
void commit_show_highlight(void *data)
{
LLFloaterTools* floaterp = (LLFloaterTools*)data;
BOOL show_highlight = floaterp->mCheckShowHighlight->get();
if (show_highlight)
{
LLSelectMgr::getInstance()->setFSShowHideHighlight(FS_SHOW_HIDE_HIGHLIGHT_SHOW);
}
else
{
LLSelectMgr::getInstance()->setFSShowHideHighlight(FS_SHOW_HIDE_HIGHLIGHT_HIDE);
}
}
// </FS:KC>
// static
void LLFloaterTools::setObjectType( LLPCode pcode )
{

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@ -224,12 +224,14 @@ public:
private:
BOOL mDirty;
BOOL mHasSelection;
BOOL mOpen; //Phoenix:KC
//Phoenix:KC
S32 mCollapsedHeight;
S32 mExpandedHeight;
std::map<std::string, std::string> mStatusText;
protected:
LLSD mMediaSettings;

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@ -72,7 +72,10 @@ LLUUID notification_id_to_object_id(const LLUUID& notification_id)
LLScriptFloater::LLScriptFloater(const LLSD& key)
: LLDockableFloater(NULL, true, key)
// <FS:Ansariel> FIRE-21546: Don't close docked floater if IMs arrive, but only if IMs shown in tabs - still hide when using docked windows!
//: LLDockableFloater(NULL, true, key)
: LLDockableFloater(NULL, gSavedSettings.getS32("FSChatWindow") != 1, key)
// </FS:Ansariel>
, mScriptForm(NULL)
, mSaveFloaterPosition(false)
{

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@ -238,6 +238,11 @@ LLSelectMgr::LLSelectMgr()
mForceSelection = FALSE;
mShowSelection = FALSE;
// <FS:KC> show/hide build highlight
mFSShowHideHighlight = FS_SHOW_HIDE_HIGHLIGHT_NORMAL;
// </FS:KC>
}
@ -5948,7 +5953,10 @@ void LLSelectMgr::updateSelectionSilhouette(LLObjectSelectionHandle object_handl
}
void LLSelectMgr::renderSilhouettes(BOOL for_hud)
{
if (!mRenderSilhouettes || !mRenderHighlightSelections)
// <FS:KC> show/hide build highlight
// if (!mRenderSilhouettes || !mRenderHighlightSelections)
if (((mFSShowHideHighlight == FS_SHOW_HIDE_HIGHLIGHT_NORMAL) && (!mRenderSilhouettes || !mRenderHighlightSelections)) || (mFSShowHideHighlight == FS_SHOW_HIDE_HIGHLIGHT_HIDE))
// </FS:KC>
{
return;
}

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@ -69,6 +69,15 @@ const S32 MAX_CHILDREN_PER_TASK = 255;
const S32 MAX_CHILDREN_PER_PHYSICAL_TASK = 32;
// </FS:Ansariel>
// <FS:KC> show/hide build highlight
enum EFSShowHideHighlight
{
FS_SHOW_HIDE_HIGHLIGHT_NORMAL = 0,
FS_SHOW_HIDE_HIGHLIGHT_SHOW = 1,
FS_SHOW_HIDE_HIGHLIGHT_HIDE = 2
};
// </FS:KC>
// This is used by the DeRezObject message to determine where to put
// derezed tasks.
enum EDeRezDestination
@ -612,6 +621,10 @@ public:
void renderSilhouettes(BOOL for_hud);
void enableSilhouette(BOOL enable) { mRenderSilhouettes = enable; }
// <FS:KC> show/hide build highlight
void setFSShowHideHighlight(EFSShowHideHighlight state) { mFSShowHideHighlight = state; }
// </FS:KC>
////////////////////////////////////////////////////////////////
// Utility functions that operate on the current selection
////////////////////////////////////////////////////////////////
@ -913,6 +926,10 @@ private:
LLAnimPauseRequest mPauseRequest;
// <FS:KC> show/hide build highlight
EFSShowHideHighlight mFSShowHideHighlight;
// </FS:KC>
// <FS:Zi> Warning when trying to duplicate while in edit linked parts/select face mode
public:
// returns TRUE if current selection does not contain individual selections

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@ -1085,6 +1085,36 @@ bool idle_startup()
// *TODO: Does this need to be here?
LLStringOps::setupDatetimeInfo(false);
// <FS:Beq> [FIRE-22130] for LOD Factors > 4 reset to the detected dafault
if (gSavedSettings.getF32("RenderVolumeLODFactor") > 4.f)
{
bool feature_table_success = false;
LLFeatureManager& feature_manager = LLFeatureManager::instance();
U32 level = gSavedSettings.getU32("RenderQualityPerformance");
if (feature_manager.isValidGraphicsLevel(level))
{
std::string level_name = feature_manager.getNameForGraphicsLevel(level);
LLFeatureList* feature_list = feature_manager.findMask(level_name);
if (feature_list)
{
F32 new_val = feature_list->getRecommendedValue("RenderVolumeLODFactor");
if (new_val > 0.f)
{
feature_table_success = true;
gSavedSettings.setF32("RenderVolumeLODFactor", new_val);
LL_INFOS("AppInit") << "LOD Factor too high. Resetting to recommended value for graphics level '" << level_name << "': " << new_val << LL_ENDL;
}
}
}
if (!feature_table_success)
{
gSavedSettings.getControl("RenderVolumeLODFactor")->resetToDefault(true);
LL_INFOS("AppInit") << "LOD Factor too high. Resetting to recommended value for global default: " << gSavedSettings.getF32("RenderVolumeLODFactor") << LL_ENDL;
}
}
// </FS:Beq>
// Go to the next startup state
LLStartUp::setStartupState( STATE_BROWSER_INIT );
return FALSE;
@ -3051,14 +3081,6 @@ void login_show()
//LLPanelLogin::show( gViewerWindow->getWindowRectScaled(), login_callback, NULL );
FSPanelLogin::show( gViewerWindow->getWindowRectScaled(), login_callback, NULL );
// </FS:Ansariel> [FS Login Panel]
// <FS:PP> Warning about too high LOD on startup
if (gSavedSettings.getF32("RenderVolumeLODFactor") >= 4.0f)
{
LLNotificationsUtil::add("RenderVolumeLODFactorWarning");
}
// </FS:PP>
}
// Callback for when login screen is closed. Option 0 = connect, option 1 = quit.

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@ -286,7 +286,7 @@ static bool handleVolumeLODChanged(const LLSD& newvalue)
LLVOVolume::sDistanceFactor = 1.f-LLVOVolume::sLODFactor * 0.1f;
// <FS:PP> Warning about too high LOD on LOD change
if (LLVOVolume::sLODFactor >= 4.0f)
if (LLVOVolume::sLODFactor > 4.0f)
{
LLNotificationsUtil::add("RenderVolumeLODFactorWarning");
}

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@ -332,7 +332,7 @@
</text>
<button name="Reset_Particle_Cnt" label="S" tool_tip="Auf Standardwert zurücksetzen."/>
<text name="T_Terrain_Scale" tool_tip="Legt die Qualitöt der Standard-Bodentexturen (Terrain) fest.">
<text name="T_Terrain_Scale" tool_tip="Legt die Qualität der Standard-Bodentexturen (Terrain) fest.">
Terr.-Skal.
</text>
<button name="Reset_Terrain_Scale" label="S" tool_tip="Auf Standardwert zurücksetzen."/>
@ -342,7 +342,7 @@
</text>
<button name="Reset_Terrain_Quality" label="S" tool_tip="Auf Standardwert zurücksetzen."/>
<text name="T_Object_Detail" tool_tip="Legt den Detailgrad von Objekten fest. Höhere Werte erzeugen einen höheren Detailgrad von Objekten.">
<text name="T_Object_Detail" tool_tip="Legt fest, wann ein niedrigerer Detailgrad von Objekten verwendet wird, um Renderkosten zu reduzieren. Bitte mit Vorsicht verwenden: Höhere Werte verschlechtern die Performance.">
Obj.-Detail.
</text>
<button name="Reset_Object_Detail" label="S" tool_tip="Auf Standardwert zurücksetzen."/>

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@ -5309,12 +5309,15 @@ Welche Bezeichnung soll für die Region
<usetemplate ignoretext="Weise mich darauf hin, dass das Umschalten der Sichtbarkeit des Online-Status etwas dauern kann." name="okignore" yestext="OK"/>
</notification>
<notification name="RenderVolumeLODFactorWarning">
ACHTUNG: Die Detailstufe (LOD) scheint auf einen hohen Wert eingestellt zu sein.
ACHTUNG: Die Detailstufe (LOD) ist auf einen hohen Wert eingestellt.
Werte höher als 8 sind bedeutungslos und erzeugen keine Verbesserung. Sie sollten diesen Wert nicht höher als 4 einstellen und zudem nur in bestimmten Situationen (z.B. zum Erstellen von Fotos in hohen Auflösungen). Ein hoher Wert verringert die Grafik-Performance maßgeblich.
Für den normalen Gebrauch ist ein Wert zwischen 1 und 3 ausreichend.
Ziehen Sie in Erwägung Objekte zu ersetzen, die bei einem entsprechenden Wert deformiert aussehen.
Für den normalen Gebrauch sollte ein Wert von 2 ausreichen. Sollten Sie einige Objekte besitzen, die bei diesem Wert deformiert aussehen, sollten Sie in Erwägung ziehen, diese zu ersetzen.
<usetemplate ignoretext="Warnen bei zu hoher Detailstufe" name="okignore" yestext="OK"/>
LOD-Faktor >3: Verschlechtert Performance. Nur für Fotoaufnahmen ratsam.
LOD-Faktor >4: Nur in Ausnahmefällen verwenden. Wird beim Neustart zurückgesetzt.
LOD-Faktor >8: Hat keinen echten Effekt. Kann Fehler verursachen.
<usetemplate name="okbutton" yestext="OK"/>
</notification>
<notification name="CurrencyURIOverrideReceived">
Diese Region hat sich dazu entschieden, das Währungsportal eines Drittanbieters zu nutzen.

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@ -87,7 +87,7 @@
<text name="MeshDetailText">
Darstellungsgrad:
</text>
<slider label=" Objekte:" name="ObjectMeshDetail"/>
<slider label=" Objekte:" name="ObjectMeshDetail" tool_tip="Legt fest, wann ein niedrigerer Detailgrad von Objekten verwendet wird, um Renderkosten zu reduzieren. Bitte mit Vorsicht verwenden: Höhere Werte verschlechtern die Performance."/>
<slider label=" Flexiprimitiva:" name="FlexibleMeshDetail"/>
<slider label=" Bäume:" name="TreeMeshDetail"/>
<slider label=" Avatare:" name="AvatarMeshDetail"/>

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@ -2676,7 +2676,7 @@
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the detail of prims. Higher values produce greater detail for objects."
tool_tip="Controls when lower-detail objects can be used to reduce rendering cost. Higher values cause lag, use with care."
width="80">
Obj. Detail
</text>
@ -2685,11 +2685,11 @@
control_name="RenderVolumeLODFactor"
follows="left|top"
height="16"
increment="1"
increment="0.125"
layout="topleft"
left_pad="-20"
min_val="0"
max_val="15"
max_val="8.0"
top_delta="-2"
width="127"/>
<spinner
@ -2698,12 +2698,12 @@
top_delta="-3"
label_width="0"
left_pad="3"
decimal_digits="0"
decimal_digits="3"
follows="left|top"
max_val="15"
max_val="8.0"
min_val="0"
width="53"
increment="1"/>
increment="0.125"/>
<button
follows="left|top"
name="Reset_Object_Detail"

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@ -395,12 +395,15 @@
width="134" />
<check_box
height="18"
control_name="RenderHighlightSelections"
initial_value="true"
label="Show Highlight"
layout="topleft"
top_pad="-2"
name="checkbox show highlight"
width="134"/>
width="134" >
<check_box.commit_callback
function="BuildTool.commitShowHighlight"/>
</check_box>
<button
left_pad="0"
image_selected="ForwardArrow_Press"

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@ -13195,14 +13195,16 @@ Due to server load, mass toggling online status visibility can take a while to b
icon="alert.tga"
name="RenderVolumeLODFactorWarning"
type="alert">
WARNING: The Level of Detail (LOD) seems to be set to a high value.
WARNING: The Level of Detail (LOD) Factor is set high
Values higher than 8 are meaningless and give no improvement. You should not set this to a value higher than 4, and only in exceptional situations (like taking high-resolution photos). Setting this too high seriously lowers your graphics performance.
For everyday use, LOD set to 2 should suffice. If you own some objects that look deformed with such value, then you should consider replacing them.
For everyday use, LOD Factor in the range of 1-3 suffices.
Consider replacing objects that look deformed at such values.
LOD Factor >3: Adds to lag. Advised only for photography.
LOD Factor >4: Use in special circumstances. Reverts after relog.
LOD Factor >8: Has no real effect. May cause errors.
<usetemplate
ignoretext="Warn about high Level of Detail"
name="okignore"
name="okbutton"
yestext="OK"/>
</notification>
<notification

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@ -665,6 +665,7 @@
<slider
control_name="RenderVolumeLODFactor"
tool_tip="Controls when lower-detail objects can be used to reduce rendering cost. Higher values cause lag, use with care."
follows="left|top"
height="15"
increment="0.125"

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@ -294,7 +294,7 @@
Jakość podł.
</text>
<button name="Reset_Terrain_Quality" tool_tip="Kliknij tutaj, aby zresetować ustawienia do domyślnych."/>
<text name="T_Object_Detail" tool_tip="Detale obiektów i prim. Większe wartości dodają więcej szczegółów.">
<text name="T_Object_Detail" tool_tip="Kontroluje kiedy obiekty z mniejszą ilością detali mogą zostać użyte, aby ograniczyć koszty renderowania. Wyższe wartości mogą powodować lag, używaj z rozwagą.">
Det. obktw
</text>
<button name="Reset_Object_Detail" tool_tip="Kliknij tutaj, aby zresetować ustawienia do domyślnych."/>

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@ -4935,12 +4935,14 @@ Czy chcesz autoryzować [APP_NAME] do ładowania zdjęć na Flickr?
<usetemplate ignoretext="Informuj mnie, że masowa zmiana widoczności online może zająć trochę czasu" name="okignore" />
</notification>
<notification name="RenderVolumeLODFactorWarning">
UWAGA: Wygląda na to, że Twój poziom detali (LOD) jest ustawiony na wysoką wartość.
UWAGA: Twój poziom detali (LOD) jest ustawiony na wysoką wartość.
Wartości wyższe niż 8 są bez znaczenia i nie powodują żadnej poprawy. Nie powinieneś/aś ustawiać go na więcej niż 4, a i to tylko w wyjątkowych sytuacjach (jak robienie zdjęć w wysokiej rozdzielczości). Ustawienie zbyt wysokiej wartości poważnie obniża wydajność grafiki.
Do codziennego użytku LOD ustawiony na 1-3 powinien wystarczyć.
Rozważ wymianę obiektów, które wyglądają na zdeformowane z taką wartością.
Do codziennego użytku LOD ustawiony na 2 powinien wystarczyć. Jeśli posiadasz obiekty, które wyglądają na zdeformowane z taką wartością, to powinieneś/aś rozważyć ich wymianę.
<usetemplate ignoretext="Ostrzegaj o wysokim poziomie detali" name="okignore" />
Mnożnik LOD >3: Zwiększa lag. Zalecane tylko dla fotografii.
Mnożnik LOD >4: Używaj tylko w specjalnych przypadkach. Resetuje się po restarcie.
Mnożnik LOD >8: Brak widocznych efektów. Może powodować błędy.
</notification>
<notification name="CurrencyURIOverrideReceived">
W tym regionie wybrano portal walutowy strony trzeciej.

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@ -84,7 +84,7 @@
<text name="MeshDetailText">
Poziom szczegółowości obiektów (LOD):
</text>
<slider label=" Obiekty i skulpty" name="ObjectMeshDetail"/>
<slider label=" Obiekty i skulpty" name="ObjectMeshDetail" tool_tip="Kontroluje kiedy obiekty z mniejszą ilością detali mogą zostać użyte, aby ograniczyć koszty renderowania. Wyższe wartości mogą powodować lag, używaj z rozwagą." />
<slider label=" Obiekty elastyczne" name="FlexibleMeshDetail"/>
<slider label=" Drzewa" name="TreeMeshDetail"/>
<slider label=" Awatary" name="AvatarMeshDetail"/>

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@ -2743,7 +2743,7 @@
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the detail of prims. Higher values produce greater detail for objects."
tool_tip="Controls when lower-detail objects can be used to reduce rendering cost. Higher values cause lag, use with care."
width="80">
Obj. Detail
</text>
@ -2752,11 +2752,11 @@
control_name="RenderVolumeLODFactor"
follows="left|top"
height="16"
increment="1"
increment="0.125"
layout="topleft"
left_pad="-20"
min_val="0"
max_val="15"
max_val="8.0"
top_delta="-2"
width="127"/>
<spinner
@ -2765,12 +2765,12 @@
top_delta="-3"
label_width="0"
left_pad="3"
decimal_digits="0"
decimal_digits="3"
follows="left|top"
max_val="15"
max_val="8.0"
min_val="0"
width="53"
increment="1"/>
increment="0.125"/>
<button
follows="left|top"
name="Reset_Object_Detail"

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@ -393,12 +393,15 @@
width="134" />
<check_box
height="18"
control_name="RenderHighlightSelections"
initial_value="true"
label="Show Highlight"
layout="topleft"
top_pad="-2"
name="checkbox show highlight"
width="134"/>
width="134" >
<check_box.commit_callback
function="BuildTool.commitShowHighlight"/>
</check_box>
<button
left_pad="0"
image_selected="ForwardArrow_Press"

View File

@ -2743,8 +2743,8 @@
layout="topleft"
left="5"
top_pad="5"
tool_tip="Controls the detail of prims. Higher values produce greater detail for objects."
width="80">
tool_tip="Controls when lower-detail objects can be used to reduce rendering cost. Higher values cause lag, use with care."
width="80">
Obj. Detail
</text>
<slider_bar
@ -2752,11 +2752,11 @@
control_name="RenderVolumeLODFactor"
follows="left|top"
height="16"
increment="1"
increment="0.125"
layout="topleft"
left_pad="-20"
min_val="0"
max_val="15"
max_val="8.0"
top_delta="-2"
width="127"/>
<spinner
@ -2767,10 +2767,10 @@
left_pad="3"
decimal_digits="0"
follows="left|top"
max_val="15"
max_val="8.0"
min_val="0"
width="53"
increment="1"/>
increment="0.125"/>
<button
follows="left|top"
name="Reset_Object_Detail"

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@ -393,12 +393,15 @@
width="134" />
<check_box
height="18"
control_name="RenderHighlightSelections"
initial_value="true"
label="Show Highlight"
layout="topleft"
top_pad="-2"
name="checkbox show highlight"
width="134"/>
width="134" >
<check_box.commit_callback
function="BuildTool.commitShowHighlight"/>
</check_box>
<button
left_pad="0"
image_selected="ForwardArrow_Press"

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@ -395,12 +395,15 @@
width="134" />
<check_box
height="18"
control_name="RenderHighlightSelections"
initial_value="true"
label="Show Highlight"
layout="topleft"
top_pad="-2"
name="checkbox show highlight"
width="134"/>
width="134" >
<check_box.commit_callback
function="BuildTool.commitShowHighlight"/>
</check_box>
<button
left_pad="0"
layout="topleft"