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Definition


-- @/lua/common/extensions/ui/imgui_gen_luaintf.lua:293
function M.Text(string_fmt, ...)
  if string_fmt == nil then log("E", "", "Parameter 'string_fmt' of function 'Text' cannot be nil, as the c type is 'const char *'") ; return end
  string_fmt = formatStringIfArgs(string_fmt, ...)
  imgui.Text(string_fmt)
end

Callers

@/gameplay/missionTypes/aiRace/customNodes/activateRaceNode.lua
  builder:Middle()
  im.Text(self.started and "Started" or "Stopped")
end
@/lua/ge/extensions/ui/apps/minimap/minimap.lua
      td:ImGui_Image(lastTexSize.x, lastTexSize.y)
      --im.Text(string.format("Window Size: %d, %d", windowSize.x, windowSize.y))
      --im.Text(string.format("Tex Size: %d, %d", lastTexSize.x, lastTexSize.y))
      --im.Text(string.format("Window Size: %d, %d", windowSize.x, windowSize.y))
      --im.Text(string.format("Tex Size: %d, %d", lastTexSize.x, lastTexSize.y))
    end
      for _, key in ipairs(tableKeysSorted(stats)) do
        im.Text(string.format("%s: %d", key, stats[key]))
      end
        if debugSettingsData[key] then
          im.Text(key)
          im.SameLine()
  for _, transform in pairs(occlusionTransforms) do
    --im.Text(string.format("Pixel: %d, %d, %d, %d", pixel[1], pixel[2], pixel[3], pixel[4]))
    local left, right, h = transform[5]+5, transform[7]-5, transform[8]-transform[6]
    for id, transform in pairs(occlusionTransforms) do
      im.Text(string.format("Occ %s: %0.3f, %0.3f, %0.3f, %0.3f", id, transform[1], transform[2], transform[3], transform[4]))
      local left, right, h = transform[5]+5, transform[7]-5, transform[8]-transform[6]

  im.Text(string.format("Buffers: %d, %d, %d, %d", bufferLeft, bufferRight, bufferTop, bufferBottom))
  im.Text(string.format("Width: %d, Height: %d", width, height))
  im.Text(string.format("Buffers: %d, %d, %d, %d", bufferLeft, bufferRight, bufferTop, bufferBottom))
  im.Text(string.format("Width: %d, Height: %d", width, height))
  im.Text(string.format("TexWidth: %d, TexHeight: %d", texWidth, texHeight))
  im.Text(string.format("Width: %d, Height: %d", width, height))
  im.Text(string.format("TexWidth: %d, TexHeight: %d", texWidth, texHeight))
@/lua/ge/extensions/flowgraph/nodes/types/vec3.lua
  builder:Middle()
  im.Text(tostring(vec3(self.pinIn.x.value or 0, self.pinIn.y.value or 0, self.pinIn.z.value or 0)))
end
@/lua/ge/extensions/editor/rallyEditor/pacenotes/measurementsForm.lua

  im.Text("Corner Intensity Variation Point")
  im.SameLine()
    im.TextColored(im.ImVec4(1, 0.5, 0, 1), "No measurement data available")
    im.Text("Measurements will be calculated when pacenote is selected.")
    return
    im.PushFont3("cairo_semibold_large")
    im.Text(string.format("%s Severity: %s %s", corner1Label, string.upper(measurement1.severity.name), string.upper(measurement1.direction)))
    im.PopFont()
  local angle1Text = measurement1.angleDegrees and string.format(" angle=%.0f°", measurement1.angleDegrees) or ""
  im.Text(string.format("%s: D=%s arc_len=%s pts_len=%s total_len=%s%s fit=%.3f",
    corner1Label,
      im.PushFont3("cairo_semibold_large")
      im.Text(string.format("Second Half Severity: %s %s", string.upper(measurement2.severity.name), string.upper(measurement2.direction)))
      im.PopFont()
    local angle2Text = measurement2.angleDegrees and string.format(" angle=%.0f°", measurement2.angleDegrees) or ""
    im.Text(string.format("Second Half: D=%s arc_len=%s pts_len=%s total_len=%s%s fit=%.3f",
      formatDistance(measurement2.diameter),
    end
    im.Text(string.format("Total points length: %s", formatDistance(pacenote.measurements.totalPointsLength)))
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/vehicleConfigProvider.lua
  builder:Middle()
  im.Text(tostring(self.modelName))
  im.Text(tostring(self.configName))
  im.Text(tostring(self.modelName))
  im.Text(tostring(self.configName))
@/lua/ge/extensions/editor/missionEditor/startTrigger.lua
local function automaticTrigger(self)
  im.Text("Automatic Trigger Set by Mission.")
end
local function worldTrigger(self)
  im.Text("Always available.")
end
local function leagueTrigger(self)
  im.Text("Startable only from the Progress Screen in Career while in this level:")
  if not self.fields.levelName then self.fields.levelName = im.ArrayChar(1024, self.mission.startTrigger.level) end
  im.SetColumnWidth(0,150)
  im.Text(self.name)
  im.NextColumn()
@/lua/ge/extensions/editor/decalSpline.lua
      if #decalSplines == 0 then
        im.Text("No decal splines.")
        im.Text("Click the 'Add' button to add one.")
        im.Text("No decal splines.")
        im.Text("Click the 'Add' button to add one.")
        return
      im.NextColumn()
      im.Text('Comp 1:')
      im.SameLine()
      im.NextColumn()
      im.Text('Comp 2:')
      im.SameLine()
      im.NextColumn()
      im.Text('Comp 3:')
      im.SameLine()
      im.NextColumn()
      im.Text('Comp 4:')
      im.SameLine()
@/lua/ge/extensions/editor/vehicleBridgeTest.lua
    end
    im.Text(dumps(result))
    editor.endWindow()
@/lua/ge/extensions/editor/crawlEditor/boundaries.lua
  if #allBoundaries == 0 then
    im.Text("No boundaries available")
  end

  im.Text("Boundary Details")
  im.Separator()

  im.Text("Name")
  editEnded[0] = false
  im.Separator()
  im.Text("File Name")
  im.SameLine()

  im.Text("Vertex Count: " .. (#boundary.vertices or 0))
  if boundary.vertices and #boundary.vertices >= 3 then
    local area = boundary:zoneArea()
    im.Text("Area: " .. string.format("%.2f m²", area))
  end
  im.Separator()
  im.Text("Vertices:")
  im.SameLine()

  im.Text("Height Limits:")
  im.NewLine()
    im.SameLine()
    im.Text("Height: " .. string.format("%.2f", boundary.top.pos.z))
    self.currentPlane = boundary.top
    im.SameLine()
    im.Text("Height: " .. string.format("%.2f", boundary.bot.pos.z))
    self.currentPlane = boundary.bot
    local inside = boundary:containsPoint2D(pos)
    im.Text("Mouse Position: " .. string.format("%.2f, %.2f, %.2f", pos.x, pos.y, pos.z))
    im.Text("Inside Boundary: " .. (inside and "Yes" or "No"))
    im.Text("Mouse Position: " .. string.format("%.2f, %.2f, %.2f", pos.x, pos.y, pos.z))
    im.Text("Inside Boundary: " .. (inside and "Yes" or "No"))
  end
  if not self.boundary then
    im.Text("No boundary selected")
    return
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/pathFromFile.lua
  builder:Middle()
  im.Text(self.fnShort)
  im.Text((self.loadedFile == nil) and "Not Loaded." or "Loaded ")
  im.Text(self.fnShort)
  im.Text((self.loadedFile == nil) and "Not Loaded." or "Loaded ")
end
@/lua/ge/extensions/editor/rallyEditor/pacenotes.lua
  if im.BeginPopupModal("Delete All", nil, im.WindowFlags_AlwaysAutoResize) then
    im.Text("Delete all pacenotes?")
    im.Separator()
@/lua/ge/extensions/editor/newsMessage.lua
    editor.uiTextColoredWithFont(imgui.GetStyleColorVec4(imgui.Col_NavHighlight), "Important Editor Release Notes for " .. beamng_versionb, "cairo_regular_medium")
    imgui.Text(newsText)
    imgui.Spacing()
@/lua/ge/extensions/editor/rallyEditor/recceTab.lua
  if not (self.recce and self.recce:drivelineAndCutsLoaded()) then
    im.Text('To Import Pacenotes, make sure there is a recce recording.')
    return

    im.Text('driveline: '..tostring(#self.recce.driveline.points)..' points, '..self:formatDistance(dist))
    if #self.recce.cuts > 0 then
    if #self.recce.cuts > 0 then
      im.Text('cuts: '..tostring(#self.recce.cuts)..' (the little green cars)')
    else
    else
      im.Text('cuts: '..tostring(#self.recce.cuts))
    end
  else
    im.Text('Recorded driveline was not found.')
    im.Text(
    im.Text('Recorded driveline was not found.')
    im.Text(
      'A driveline is required to make pacenotes. '..
    end
    im.Text('Import will create a new pacenote for each of the cuts.')
  end
  im.SameLine()
  im.Text("Original size: "..self.originalDrivelineSize)
  im.SameLine()
  im.SameLine()
  im.Text("Downsampled size: "..#self.recce.driveline.points)
  im.SameLine()
  end
  im.Text(string.format("Downsampled by: %d points (%.1f%%%%)", pointsRemoved, percentageRemoved))

  im.Text("Straightness Threshold")
  im.SameLine()
    im.BeginTooltip()
    im.Text("Controls how aggressively to downsample the driveline.")
    im.Text("Higher values (closer to 1) keep more points.")
    im.Text("Controls how aggressively to downsample the driveline.")
    im.Text("Higher values (closer to 1) keep more points.")
    im.Text("Lower values remove more points on straight sections.")
    im.Text("Higher values (closer to 1) keep more points.")
    im.Text("Lower values remove more points on straight sections.")
    im.EndTooltip()
@/lua/ge/extensions/editor/techServerManager.lua
  local serverRunning = tech_techCore.isServerRunning()
  im.Text(serverRunning and 'Status: Running' or 'Status: Stopped')
  if serverRunning then
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
    im.BeginDisabled()
    im.Text(string.format("%0.2f m/s = %0.2f %s",e.ptr[0],translateVelocity(e.ptr[0], true)))
    im.EndDisabled()
    im.BeginDisabled()
    im.Text(string.format("%0.2f m = %0.2f %s",e.ptr[0],translateDistance(e.ptr[0], true)))
    im.EndDisabled()
    local t = e.ptr[0]
    im.Text(string.format("%0.2f s = %d:%02d.%02d mm:ss.mmm",t,(t-(t%60))/60, math.floor(t%60), 100*(t%1)))
    im.EndDisabled()
    im.SameLine()
    im.Text(e.foundFile)
  else
      im.SameLine()
      im.Text("Optional: ".. files)
    else
      im.SameLine()
      im.Text("Required: ".. files)
    end
local function leaderboardDraw(e, mtd)
  im.Text(e.label)
  if not e.fixedCount then
  im.Columns(3)
  im.Text("Best Result") im.NextColumn()
  im.Text("Medium Result") im.NextColumn()
  im.Text("Best Result") im.NextColumn()
  im.Text("Medium Result") im.NextColumn()
  im.Text("Worst Result") im.NextColumn()
  im.Text("Medium Result") im.NextColumn()
  im.Text("Worst Result") im.NextColumn()
  im.Separator()
      editEnded[0] = false
      --im.Text(string.format("%d - %s", index, dumps(element.hidden)))
      if not element.hidden and (drawFunctions[element.type] or nop)(element, self.mission.missionTypeData, self.mission, self.mouseInfo) then
@/lua/ge/extensions/gameplay/rally/tools/rallyToolbox.lua
  if rm then
    im.Text(rm:getMissionId())
    local dr = rm:getDrivelineRoute()
      if dr and dr:isLoaded() then
        -- im.Text("driveline loaded.")
      else
      end
      im.Text("Driveline Distance: " .. dr:getDistanceKmString())
      im.Text("Time Allocation: " .. rm:getTimeAllocationString() .. ' @ ' .. rm:getSpeedLimitKph() .. ' kph')
      im.Text("Driveline Distance: " .. dr:getDistanceKmString())
      im.Text("Time Allocation: " .. rm:getTimeAllocationString() .. ' @ ' .. rm:getSpeedLimitKph() .. ' kph')
    else
    else
      im.Text("Driveline Distance: N/A")
      im.Text("Time Allocation: N/A")
      im.Text("Driveline Distance: N/A")
      im.Text("Time Allocation: N/A")
    end

  im.Text("self:getDebugLogging()=" .. tostring(self:getDebugLogging()))
  --   local modeName = RallyEnums.drivelineModeNames[rm:getDrivelineMode()]
  --   im.Text("rallyManager.drivelineMode=" .. tostring(modeName))
  -- end
  if shouldBeDisabled then im.BeginDisabled() end
  im.Text("Race Debug (status: "..tostring(raceStatus).." | "..tostring(statusMsg)..")")
  boolPtr = im.BoolPtr(self.debug.drawRaceCurrentSeg)

  -- im.Text("kd-tree Tools")
      local txt = '['..waypointTypes.shortenWaypointType(self.selectedPacenoteWaypoint.waypointType)..']'
      im.Text(string.format("Selected PacenoteWaypoint: %s%s", self.selectedPacenote.name, txt))
    else
    else
      im.Text("Selected PacenoteWaypoint: ")
    end
@/lua/ge/extensions/flowgraph/nodes/macro/io.lua
  if self.targetGraph then
    im.Text(self.targetGraph.name)
  end
  end
  im.Text("...")
  if im.IsItemHovered() then
@/lua/ge/extensions/flowgraph/nodes/states/transitionStack.lua
  if self._stack then
    im.Text("(Stack)")
    ui_flowgraph_editor.tooltip(dumps(self._stack))
  else
    im.Text("(nil)")
  end
@/lua/ge/extensions/editor/roadArchitect.lua
            else
              im.Text("")
            end
            else
              im.Text('')
            end
              else
                im.Text('')
              end
              else
                im.Text('')
              end
          im.NextColumn()
          im.Text(roads[mfe.selectedRoadIdx].overlayMat or 'None')
          im.tooltip('The currently-selected material for this overlay.')
                im.NextColumn()
                im.Text(layer.mat or 'None')
                im.tooltip('The currently-selected material for layer ' .. tostring(selLayerIdx))
                if locMatDisplay == '' or locMatDisplay == '[None]' or locMatDisplay == '[none]' then
                  im.Text('[select mesh for this lane]')
                else
                else
                  im.Text(locMatDisplay)
                end
                if locMatDisplay == '' or locMatDisplay == '[None]' or locMatDisplay == '[none]' then
                  im.Text('[select a mesh unit]')
                else
                else
                  im.Text(locMatDisplay)
                end
                  end
                  im.Text(sideFacingText)
                  im.tooltip('Which way the sidewalk faces (Left-Facing = curb on left, Right-Facing = curb on right).')
            im.SetColumnWidth(1, 30)
            im.Text("Dirt Material")
            im.SameLine()
            im.NextColumn()
            im.Text(profile.dirtMat)
            im.tooltip('The currently-selected material for the dirt tracks.')
          else
            im.Text('')
          end
            im.SetColumnWidth(1, 30)
            im.Text("Edge Blending")
            im.SameLine()
            im.NextColumn()
            im.Text(selJct.edgeBlendMat)
            im.tooltip('The currently-selected material for the junction edge blending')
          else
            im.Text('')
          end
          else
            im.Text('')
          end
          im.SetColumnWidth(1, 30)
          im.Text('Material')
          im.SameLine()
          im.NextColumn()
          im.Text(selJct.arrowMat)
          im.tooltip('The currently-selected material for the arrows.')
            im.SetColumnWidth(1, 30)
            im.Text("Edge Blending")
            im.SameLine()
            im.NextColumn()
            im.Text(selJct.edgeBlendMat)
            im.tooltip('The currently-selected material for the junction edge blending')
          else
            im.Text('')
          end
          else
            im.Text('')
          end
          im.SetColumnWidth(1, 30)
          im.Text('Material')
          im.SameLine()
          im.NextColumn()
          im.Text(selJct.arrowMat)
          im.tooltip('The currently-selected material for the arrows.')
            im.SetColumnWidth(1, 30)
            im.Text("Edge Blending")
            im.SameLine()
            im.NextColumn()
            im.Text(selJct.edgeBlendMat)
            im.tooltip('The currently-selected material for the junction edge blending')
          else
            im.Text('')
          end
          im.SetColumnWidth(1, 30)
          im.Text('Material')
          im.SameLine()
          im.NextColumn()
          im.Text(selJct.arrowMat)
          im.tooltip('The currently-selected material for the arrows.')
            im.SetColumnWidth(1, 30)
            im.Text("Edge Blending")
            im.SameLine()
            im.NextColumn()
            im.Text(selJct.edgeBlendMat)
            im.tooltip('The currently-selected material for the junction edge blending')
          else
            im.Text('')
          end
          else
            im.Text('')
          end
          im.SetColumnWidth(1, 30)
          im.Text('Material')
          im.SameLine()
          im.NextColumn()
          im.Text(selJct.arrowMat)
          im.tooltip('The currently-selected material for the arrows.')
            im.SetColumnWidth(1, 30)
            im.Text("Edge Blending")
            im.SameLine()
            im.NextColumn()
            im.Text(selJct.edgeBlendMat)
            im.tooltip('The currently-selected material for the junction edge blending')
          else
            im.Text('')
          end
          im.SetColumnWidth(1, 30)
          im.Text("Edge Blending")
          im.SameLine()
          im.NextColumn()
          im.Text(selJct.edgeBlendMat)
          im.tooltip('The currently-selected material for the junction edge blending')
            im.SetColumnWidth(1, 30)
            im.Text("Edge Blending")
            im.SameLine()
            im.NextColumn()
            im.Text(selJct.edgeBlendMat)
            im.tooltip('The currently-selected material for the junction edge blending')
          im.SetColumnWidth(1, 30)
          im.Text("Edge Blending")
          im.SameLine()
          im.NextColumn()
          im.Text(selJct.edgeBlendMat)
          im.tooltip('The currently-selected material for the junction edge blending')
          im.SetColumnWidth(1, 30)
          im.Text("Edge Blending")
          im.SameLine()
          im.NextColumn()
          im.Text(selJct.edgeBlendMat)
          im.tooltip('The currently-selected material for the junction edge blending')
          im.SetColumnWidth(1, 30)
          im.Text("Edge Blending")
          im.SameLine()
          im.NextColumn()
          im.Text(selJct.edgeBlendMat)
          im.tooltip('The currently-selected material for the junction edge blending')
          im.SetColumnWidth(1, 30)
          im.Text("Edge Blending")
          im.SameLine()
          im.NextColumn()
          im.Text(selJct.edgeBlendMat)
          im.tooltip('The currently-selected material for the junction edge blending')
          im.SetColumnWidth(1, 30)
          im.Text("Edge Blending")
          im.SameLine()
          im.NextColumn()
          im.Text(selJct.edgeBlendMat)
          im.tooltip('The currently-selected material for the junction edge blending')
          im.Separator()
          im.Text('Left Lanes:')
          im.PushItemWidth(-1)
                local laneType = road.profile[i].type
                im.Text(laneType)
                im.SameLine()
          im.Separator()
          im.Text('Right Lanes:')
          im.PushItemWidth(-1)
                local laneType = road.profile[i].type
                im.Text(laneType)
                im.SameLine()
              -- Display the current type for this lane.
              im.Text(lane.type)
              im.tooltip('The lane type.')
              -- Display the current type for this lane.
              im.Text(lane.type)
              im.tooltip('The lane type.')
@/lua/ge/extensions/editor/missionEditor/progressSingle.lua
  if self.formattedSaveData.unlockedStars and not self.formattedSaveData.unlockedStars.disabled then
    im.Text(string.format("Default Stars unlocked: %d / 3",self.formattedSaveData.unlockedStars.defaultUnlockedStarCount))
    im.Text(string.format("Total Stars unlocked: %d / %d",self.formattedSaveData.unlockedStars.totalUnlockedStarCount, self.formattedSaveData.unlockedStars.totalStars))
    im.Text(string.format("Default Stars unlocked: %d / 3",self.formattedSaveData.unlockedStars.defaultUnlockedStarCount))
    im.Text(string.format("Total Stars unlocked: %d / %d",self.formattedSaveData.unlockedStars.totalUnlockedStarCount, self.formattedSaveData.unlockedStars.totalStars))
    for _, star in ipairs(self.formattedSaveData.unlockedStars.stars) do
      im.PushID1(star.key)
      im.Text(star.isDefaultStar and "(Default Star)" or "(Bonus Star)")
      im.SameLine()
  im.PushItemWidth(200)
  im.Text("Default Key: " .. dumps(self.missionInstance.defaultProgressKey))
  if im.BeginCombo("Progress Key", self.currentProgressKey) then
        for _, c in pairs(missionData) do
          im.Text(tostring(c.text or "(notext?)"))
          im.TableNextColumn()
      end
      im.Text(dumps(self.missionInstance.saveData or {}))
    else
        pushStyle("red")
        im.Text(self._text[3])
        popStyle()
        -- display char limit
        im.Text("(char limit: "..dumps(self._text[2]/8-2)..")")
      end
@/lua/ge/extensions/editor/util/plotHelperUtil.lua
        im.SetCursorPos(im.ImVec2(xPos.x, botPos.y - im.GetTextLineHeightWithSpacing()))
        im.Text(" "..label)
        local xSs = self:graphPtToImSS(x,self.scale.yMin + (self.scale.yMax - self.scale.yMin)/2)
    im.SetCursorPos(im.ImVec2(pos.x + borderSize/3, pos.y +borderSize - im.GetTextLineHeight()/4 + im.GetTextLineHeight()*i ))
    im.Text(line)
  end
@/lua/ge/extensions/editor/roadEditor.lua
    templateDialog()
    im.Text(string.format("Road Length: %0." .. editor.getPreference("ui.general.floatDigitCount") .. "f m", selectedRoad:getField("debugRoadLength", "")))
  end
    im.BeginChild1("node", im.ImVec2(0, 130), true)
    im.Text("Node Properties")
    local positionSliderEditEnded = im.BoolPtr(false)
    im.BeginChild1("RoadOps", im.ImVec2(0, 130), true)
    im.Text("Road Operations")
    if im.Button("Flip Direction", im.ImVec2(0,0)) then
local function onToolbar()
  im.Text("Default Width")
  im.SameLine()
  if editor.beginModalWindow(roadNotSelectableErrorWindowName, roadNotSelectableErrorWindowTitle, im.WindowFlags_AlwaysAutoResize + im.WindowFlags_NoScrollbar) then
    im.Text("Cannot select Road!")
    im.TextColored(im.ImVec4(1, 1, 0, 1), "Select and edit not allowed when road is inside packed prefab!")
@/lua/ge/extensions/flowgraph/nodes/util/loadLevel.lua
  builder:Middle()
  im.Text(self.state .. " " )
end
@/lua/ge/extensions/editor/roadTemplateEditor.lua
    im.BeginChild1("templates", im.ImVec2(0, im.GetFontSize() * 7.2), true)
    im.Text("Road Templates")

    im.Text("Chosen Template: " .. chosenTemplateName)
    if im.Button("Choose Template") then
    im.BeginChild1("decalroads", im.ImVec2(0, im.GetFontSize() * 10), true)
    im.Text("Template Decal Roads")
    im.BeginChild1("decorations", im.ImVec2(0, im.GetFontSize() * 10), true)
    im.Text("Template Decorations")
    im.BeginChild1("decals", im.ImVec2(0, im.GetFontSize() * 10), true)
    im.Text("Template Random Decals")
    im.EndChild()
    im.Text("Use Inspector Window for looking at/changing fields.")
  end
@/lua/ge/extensions/career/modules/fuel.lua
      if imgui.BeginChild1("Tank " .. index, imgui.ImVec2(0, 150), true) then
        imgui.Text("Tank " .. index)
        imgui.Text(string.format("Fuel Type: %s", tankData.energyType))
        imgui.Text("Tank " .. index)
        imgui.Text(string.format("Fuel Type: %s", tankData.energyType))
        local unit = readableUnit[tankData.energyType]
        local unit = readableUnit[tankData.energyType]
        imgui.Text(string.format("Energy: %.2f %s / %.2f %s", jouleToReadableUnit(tankData.currentEnergy, tankData.energyType), unit, jouleToReadableUnit(tankData.maxEnergy, tankData.energyType), unit))
        imgui.Text(string.format("Fueled Energy: %.2f %s", jouleToReadableUnit(fuelingData[index].fueledEnergy, tankData.energyType) or 0, unit))
        imgui.Text(string.format("Energy: %.2f %s / %.2f %s", jouleToReadableUnit(tankData.currentEnergy, tankData.energyType), unit, jouleToReadableUnit(tankData.maxEnergy, tankData.energyType), unit))
        imgui.Text(string.format("Fueled Energy: %.2f %s", jouleToReadableUnit(fuelingData[index].fueledEnergy, tankData.energyType) or 0, unit))

        imgui.Text("Price " .. fuelingData[index].price or 0)
      end

    imgui.Text(string.format("Overall Price: %.2f $", overallPrice))
    if overallPrice <= career_modules_playerAttributes.getAttributeValue("money") then
    else
      imgui.Text("Not enough money to pay")
    end
@/lua/ge/extensions/flowgraph/nodes/vehicle/customPartsConfigProvider.lua
      if string.endswith(veh.partConfig, ".pc") then
        im.Text("Part Config File: ")
        im.Text(veh.partConfig)
        im.Text("Part Config File: ")
        im.Text(veh.partConfig)
        if im.Button("Read from File") then
          self._opened = true
          im.Text(dumps(deserialize(veh.partConfig)))
          im.TreePop()
    else
      im.Text("No Vehicle Selected.")
    end
  builder:Middle()
  im.Text(tostring(self.modelName))
  im.Text(#self.sortedKeys.parts .. " Parts, " ..#self.sortedKeys.vars .. " Vars")
  im.Text(tostring(self.modelName))
  im.Text(#self.sortedKeys.parts .. " Parts, " ..#self.sortedKeys.vars .. " Vars")
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/sites/location.lua
    if loc then
      im.Text("Currently selected Location in editor:")
      im.Text(loc.name)
      im.Text("Currently selected Location in editor:")
      im.Text(loc.name)
      if im.Button("Copy over Fields") then
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua
      im.Separator()
      im.Text("Cache Size: " .. tableSize(activeTileCache))
          local tileSizeText = string.format("%dm", tileIndexMeta.tileSize)
          im.Text(string.format("Current Tile: %d, %d (Size: %s)", tx, ty, tileSizeText))

            im.TableNextColumn() im.Text(tostring(ctx))
            im.TableNextColumn() im.Text(tostring(cty))
            im.TableNextColumn() im.Text(tostring(ctx))
            im.TableNextColumn() im.Text(tostring(cty))
            im.TableNextColumn() im.Text(tostring(#data.objects))
            im.TableNextColumn() im.Text(tostring(cty))
            im.TableNextColumn() im.Text(tostring(#data.objects))
            im.TableNextColumn() im.Text(tostring(#data.forestItems))
            im.TableNextColumn() im.Text(tostring(#data.objects))
            im.TableNextColumn() im.Text(tostring(#data.forestItems))
            im.TableNextColumn() im.Text(tostring(#data.decals))
            im.TableNextColumn() im.Text(tostring(#data.forestItems))
            im.TableNextColumn() im.Text(tostring(#data.decals))
            im.TableNextColumn() im.Text(tostring(#data.roadMarkings))
            im.TableNextColumn() im.Text(tostring(#data.decals))
            im.TableNextColumn() im.Text(tostring(#data.roadMarkings))
            im.TableNextColumn() im.Text(tostring(#data.aiNodes))
            im.TableNextColumn() im.Text(tostring(#data.roadMarkings))
            im.TableNextColumn() im.Text(tostring(#data.aiNodes))
            im.TableNextColumn() im.Text(string.format("%.1f", data.metadata.sizeKB or 0))
            im.TableNextColumn() im.Text(tostring(#data.aiNodes))
            im.TableNextColumn() im.Text(string.format("%.1f", data.metadata.sizeKB or 0))
@/lua/common/extensions/ui/imguiUtils.lua
      end
      if item.tooltip and imgui.IsItemHovered() then imgui.BeginTooltip() imgui.Text(item.tooltip) imgui.EndTooltip() end
      if horizontal then imgui.SameLine() end
      end
      if item.tooltip and imgui.IsItemHovered() then imgui.BeginTooltip() imgui.Text(item.tooltip) imgui.EndTooltip() end
    end
      end
      if item.tooltip and imgui.IsItemHovered() then imgui.BeginTooltip() imgui.Text(item.tooltip) imgui.EndTooltip() end
    end
          end
          if item.tooltip and imgui.IsItemHovered() then imgui.BeginTooltip() imgui.Text(item.tooltip) imgui.EndTooltip() end
          if horizontal then imgui.SameLine() end
        end
        if item.tooltip and imgui.IsItemHovered() then imgui.BeginTooltip() imgui.Text(item.tooltip) imgui.EndTooltip() end
        if horizontal then imgui.SameLine() end
    if display then
      imgui.Text(tostring(k))
      imgui.NextColumn()
  if not param then
    imgui.Text('NIL')
    return
  while param ~= nil do
    imgui.Text(tostring(param))
    param = debug.getlocal( func, index )
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.7, 0.7, 1))
      imgui.Text('{empty}')
      imgui.PopStyleColor()
    end
    imgui.Text(tostring(data))
    imgui.PopStyleColor()
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.7, 1, 1))
    imgui.Text(tostring(data))
    imgui.PopStyleColor()
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.7, 0.7, 1))
      imgui.Text('{empty string}')
      imgui.PopStyleColor()
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.7, 1, 1))
      imgui.Text(tostring(data))
      imgui.PopStyleColor()
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 1, 1, 1))
      imgui.Text(string.format('float3(%g,%g,%g)', data.x, data.y, data.z))
      imgui.PopStyleColor()
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.8, 0.5, 1))
      imgui.Text('class instance: ' .. tostring(ctype))
      imgui.PopStyleColor()
  else
    imgui.Text(tostring(data))
  end
function M.cell(a, b)
  imgui.Text(a)
  imgui.NextColumn()
  imgui.NextColumn()
  imgui.Text(b)
  imgui.NextColumn()
    local formatString = "%0." .. tostring(self.precision) .. "f"
    imgui.Text(formatString, sampledVal)
    if imgui.IsItemClicked(1) then
@/lua/ge/extensions/editor/raceEditor/timeTrials.lua
  im.SameLine()
  im.Text("Preview:")
  im.SameLine()
    im.Separator()
    im.Text(pn.name) im.tooltip(pn.tt)
    self:drawPrefabs(pn.fieldName, self.path._fnWithoutExt..pn.prefix..'.prefab')
function C:displayClassification(classification, name, field, tt)
  im.Text(name) im.SameLine() im.tooltip(tt or "")
  if classification[field] then
@/lua/ge/extensions/flowgraph/nodes/string/match.lua
  builder:Middle()
  im.Text(self.data.pattern)
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/followPath.lua
  builder:Middle()
  im.Text("Complete " .. tostring(self.complete))
  im.Text("Started " .. tostring(self.started))
  im.Text("Complete " .. tostring(self.complete))
  im.Text("Started " .. tostring(self.started))
end
@/lua/ge/extensions/flowgraph/nodes/logic/sequencer.lua
  im.Columns(2, "layoutColumns")
  im.Text("Increment Mode")
  im.NextColumn()
    im.NextColumn()
    im.Text("Sequence Mode")
    im.NextColumn()
  im.NextColumn()
  im.Text("Count")
  im.NextColumn()
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraFOV.lua
  if self.pinIn.value.value then
    im.Text("%0.2f", self.pinIn.value.value )
  end
@/lua/ge/suspensionFrequencyTester.lua

       imgui.Text("Settings:")
       if imgui.InputInt("Front axle node ID", nodeFrontPtr, 0, 0) then nodes[1].id = nodeFrontPtr[0] end
              imgui.TableNextColumn()
              imgui.Text(entry[1])
              imgui.TableNextColumn()
              imgui.TableNextColumn()
              imgui.Text(string.format("%.1f Hz", entry[2]))
              imgui.TableNextColumn()
@/lua/ge/extensions/editor/mainMenu.lua
  else
    imgui.Text("FPS: %.0f", fps)
  end
  if metrics["FramePresent"] < 0.3 then
    imgui.Text("GpuWait: %.1f", metrics["FramePresent"])
  elseif metrics["FramePresent"] < 1 or fps > 30 then
  end
  imgui.Text("Poly: "..getConsoleVariable("$GFXDeviceStatistics::polyCount"))
end
    if editor.beginModalWindow(safeModeDlgName, "Safe Mode", imgui.WindowFlags_AlwaysAutoResize + imgui.WindowFlags_NoScrollbar) then
      imgui.Text(
        [[
    if editor.beginModalWindow(aboutDlgName, "About Editor", imgui.WindowFlags_AlwaysAutoResize + imgui.WindowFlags_NoScrollbar) then
      imgui.Text(
        [[
      if not shipping_build then
        imgui.Text('ImGui version: ' .. imgui.GetVersion())
      end
  if editor.beginWindow(revertLevelToOriginalWindowName, revertLevelToOriginalWindowTitle) then
    imgui.Text("Are you sure you want to revert current level to original content?")
    imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), "Warning: You will lose all your changes to the level!")
  if editor.beginWindow(resetLayoutsWindowName, resetLayoutsWindowTitle) then
    imgui.Text("This will delete all window layouts files and set the Default factory layout.")
    if imgui.Button("Continue") then
@/lua/ge/extensions/flowgraph/nodes/util/template.lua
  builder:Middle()
  im.Text("I'm a template!")
  im.Text("data.str = " .. self.data.str)
  im.Text("I'm a template!")
  im.Text("data.str = " .. self.data.str)
  im.Text("[")
  im.Text("data.str = " .. self.data.str)
  im.Text("[")
  im.SameLine()

  im.Text("]")
  --im.BeginChild1("child",im.ImVec2(self.sliderWidth[0],50), true)
@/lua/ge/extensions/flowgraph/nodes/gameplay/sites/parkingspotByName.lua
    if ps then
      im.Text("Currently selected Parking Spot in editor:")
      im.Text(ps.name)
      im.Text("Currently selected Parking Spot in editor:")
      im.Text(ps.name)
      if im.Button("Hardcode to spotName Pin") then
@/lua/ge/extensions/flowgraph/nodes/logic/and.lua
  im.Columns(2, "layoutColumns")
  im.Text("Count")
  im.NextColumn()
@/lua/ge/extensions/editor/dynamicDecals/textures.lua
      function()
        im.Text("Meta files for new textures have been created. Please check the textures and adjust their meta files accordingly.")
        im.Indent()
      function()
        im.Text("Meta files for new textures have been created. Please check the textures and adjust their meta files accordingly.")
        im.Indent()
@/lua/ge/extensions/flowgraph/nodes/vehicle/fire/fire.lua
  builder:Middle()
  im.Text(tostring(self.selected))
end
@/lua/ge/extensions/editor/roadRiverGui.lua
  -- this is for the tooltip of the toolbar button
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Add " .. class .. "/Nodes") im.EndTooltip() end
  im.SameLine()
@/lua/ge/extensions/editor/rallyEditor/pacenotes/structuredForm.lua
  im.PushFont3("cairo_semibold_large")
  im.Text(dumps(noteText))
  im.PopFont()
  if im.BeginPopupModal("Delete Audio Files", nil, im.WindowFlags_AlwaysAutoResize) then
    im.Text("Delete this pacenote's audio files?")
    im.Separator()
    local codriverHelpTxt = "codriver source=mission name="..codriver.name.." language="..codriver.language.." voice="..codriver.voice
    im.Text(codriverHelpTxt)
    im.tooltip(codriverHelpTxt)
    local codriverHelpTxt = string.format("codriver source=shared voice=%s", settings.getValue('rallyTextCompositorVoice'))
    im.Text(codriverHelpTxt)
    im.tooltip(codriverHelpTxt)
  im.SameLine()
  im.Text("severity")
  -- end corner severity dropdown
  im.SameLine()
  im.Text("length")
  -- end corner length input
  im.SameLine()
  im.Text("radius change")
  -- end corner radius change input
  im.SameLine()
  im.Text("caution")
  im.SameLine()
@/lua/ge/extensions/flowgraph/nodes/math/smoothers/sigmoid.lua
  if self.smoother then
    im.Text("%0.4f", self.smoother.state)
  end
@/lua/ge/extensions/flowgraph/nodes/gameplay/sites/fileSites.lua
    if cSites.dir then
      im.Text("Currently open file in editor:")
      im.Text(cSites.dir .. cSites.name)
      im.Text("Currently open file in editor:")
      im.Text(cSites.dir .. cSites.name)
      if im.Button("Hardcode to File Pin") then
@/lua/ge/extensions/flowgraph/nodes/logic/select.lua
  im.Columns(2, "layoutColumns")
  im.Text("Count")
  im.NextColumn()
@/lua/ge/extensions/editor/util/editorElementHelper.lua
    im.BeginDisabled()
    im.Text(string.format("%0.2f m/s = %0.2f %s",e.ptr[0],translateVelocity(e.ptr[0], true)))
    im.EndDisabled()
    im.BeginDisabled()
    im.Text(string.format("%0.2f m = %0.2f %s",e.ptr[0],translateDistance(e.ptr[0], true)))
    im.EndDisabled()
    local t = e.ptr[0]
    im.Text(string.format("%0.2f s = %d:%02d.%02d mm:ss.mmm",t,(t-(t%60))/60, math.floor(t%60), 100*(t%1)))
    im.EndDisabled()
    im.SameLine()
    im.Text(e.foundFile)
  else
      im.SameLine()
      im.Text("Optional: ".. files)
    else
      im.SameLine()
      im.Text("Required: ".. files)
    end
local function leaderboardDraw(e, ctd)
  im.Text(e.label)
  if not e.fixedCount then
  im.Columns(3)
  im.Text("Best Result") im.NextColumn()
  im.Text("Medium Result") im.NextColumn()
  im.Text("Best Result") im.NextColumn()
  im.Text("Medium Result") im.NextColumn()
  im.Text("Worst Result") im.NextColumn()
  im.Text("Medium Result") im.NextColumn()
  im.Text("Worst Result") im.NextColumn()
  im.Separator()
@/lua/ge/extensions/editor/flowgraph/garbageDebug.lua
  end
  im.Text(label)
  if  entry.activeCount  then
    im.SameLine()
    im.Text(string.format("[%d]", entry.activeCount))
  end
      if not im.IsWindowFocused(im.FocusedFlags_RootAndChildWindows) then im.BeginDisabled() end
      im.Text("Total")
      plotHelperUtil:draw(im.GetContentRegionAvailWidth(),250, im.GetIO().DeltaTime)
      im.Text(string.format("Change | Avg: %d | Q25: %d | Q75: %d | Q90: %d   | (only active)", entry.averageChange or -1, entry.q25 or -1, entry.q50 or -1, entry.q75 or -1))
      table.clear(plot)
    else
      im.Text("No History!")
    end
  else
    im.Text("Info only shows after running.")
  end
@/lua/ge/extensions/util/screenshotCreator.lua
    if not string.endswith(partConfig, ".pc") then
      im.Text("ERROR: Player vehicle does not originate from a part config file (.pc). Please choose a vehicle that does.")
      goto continue
      end
      if im.IsItemHovered() then im.BeginTooltip() im.Text("Stop") im.EndTooltip() end
    else
      end
      if im.IsItemHovered() then im.BeginTooltip() im.Text("Run (".. getSelectedVehCount() .. ") selected models (See 'Selection'tab). If none are selected, player's vehicle model will run by default") im.EndTooltip() end
      end
      if im.IsItemHovered() then im.BeginTooltip() im.Text("Only update thumbnail of current config : '"..currConfigName .."' (Will not update the config itself!)") im.EndTooltip() end
      im.Checkbox("Generate missing thumbnails only", ctrls.generateMissingThumbnailsOnly)
      if im.IsItemHovered() then im.BeginTooltip() im.Text("Checks if the thumbnail file is missing. A blank/white thumbnail is not a missing thumbnail") im.EndTooltip() end
      im.SameLine()
      im.Checkbox("Reload UI when run is finished", ctrls.reloadUIOnJobFinished)
      if im.IsItemHovered() then im.BeginTooltip() im.Text("If not, opening the vehicle menu after updating the thumbnails, won't show the new thumbnails") im.EndTooltip() end
        if im.BeginChild1("unselectedSection", im.ImVec2(halfWidth, 0), true) then
          im.Text("Unselected Models")
          if im.BeginChild1("unselectedVehs", im.ImVec2(0,0), true) then
        if im.BeginChild1("selected", im.ImVec2(halfWidth, 0), true) then
          im.Text("Selected Models")
          if im.BeginChild1("selectedVehs", im.ImVec2(0,0), true) then
                im.TableNextColumn()
                im.Text("Config name")
                im.TableNextColumn()
                im.TableNextColumn()
                im.Text("Config cam")
                im.TableNextColumn()
                im.TableNextColumn()
                im.Text("Model cam")
                im.TableNextColumn()
                  local cameraConfigs = getCameraConfig(configData.model_key, configData.key)
                  im.Text(configData.key)
                  if isCurrent then
                    im.SameLine()
                    im.Text("(Current)")
                  end
                  else
                    im.Text("None")
                  end
                  else
                    im.Text("None")
                  end

            im.Text("Manual controls")
            if im.Button(ctrls.drivingEnabled and "Disable driving" or "Enable driving") then
            end
            if im.IsItemHovered() then im.BeginTooltip() im.Text("Enable or disable vehicle's controls") im.EndTooltip() end
            if im.Button("Set camera to procedural") then
          if im.BeginChild1("Vehicle list info", im.ImVec2(halfWidth, 0), true) then
            im.Text("Thumbnail status list : ")
            im.Dummy(im.ImVec2(1, 10))
              im.TableNextColumn()
              im.Text("Veh name")
              im.TableNextColumn()
              im.TableNextColumn()
              im.Text("Status")
              im.TableNextColumn()
              im.TableNextColumn()
              im.Text("Camera")
              im.TableNextColumn()
              for _, data in ipairs(reviewData.configs) do
                im.Text(data.vehName)
                im.TableNextColumn()

                im.Text(data.status)
                im.TableNextColumn()

                im.Text(data.camName or "")
                im.TableNextColumn()

            im.Text("General info : ")
            im.Dummy(im.ImVec2(1, 10))
            im.Dummy(im.ImVec2(1, 10))
            im.Text("Generate missing thumbnails only : " .. (reviewData.onlyMissingThumbnails and "Yes" or "No"))
            im.Text("Total done : " .. totalDone)
            im.Text("Generate missing thumbnails only : " .. (reviewData.onlyMissingThumbnails and "Yes" or "No"))
            im.Text("Total done : " .. totalDone)
            im.Text("Total skipped : " .. totalSkipped)
            im.Text("Total done : " .. totalDone)
            im.Text("Total skipped : " .. totalSkipped)
          end
        else
          im.Text("There is no last run to review")
        end
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/textureFill.lua
  if editor.beginWindow(textureFillLayer_add_windowName, "Add Texture Fill Layer") then
    im.Text("Add a new layer filled with a texture")
    sectionGui("addLayerWindow")
@/lua/ge/extensions/editor/dragRaceEditor/strips.lua
M.drawStripsList = function()
  im.Text("Strips:")
  im.SameLine()

  im.Text("Strip Details")
  im.Separator()

  im.Text("ID: ")
  im.SameLine()

  im.Text("Name: ")
  im.SameLine()

  im.Text("Description: ")
  im.SameLine()
  local laneCount = strip.lanes and #strip.lanes or 0
  im.Text("Lanes: " .. laneCount)
    im.NewLine()
    im.Text("Strip Lanes:")
    im.Indent()
  im.NewLine()
  im.Text("End Camera:")
  local hasEndCamera = strip.endCamera ~= nil
  im.Separator()
  im.Text("Lane Details")
  im.Separator()

  im.Text("ID: ")
  im.SameLine()

  im.Text("Name: ")
  im.SameLine()

  im.Text("Short Name: ")
  im.SameLine()

  im.Text("Long Name: ")
  im.SameLine()

  im.Text("Color: ")
  im.SameLine()

  im.Text("Lane Order: ")
  im.SameLine()
  local waypointCount = lane.waypoints and #lane.waypoints or 0
  im.Text("Waypoints: " .. waypointCount)
    im.NewLine()
    im.Text("Waypoints:")
    im.Indent()
        im.Separator()
        im.Text("Waypoint Details")
        im.Separator()

        im.Text("Type: ")
        im.SameLine()
        im.NewLine()
        im.Text("Transform:")
  im.NewLine()
  im.Text("Boundary:")
  if lane.boundary then
      im.Separator()
      im.Text("Boundary Details")
      im.Separator()

      im.Text("ID: ")
      im.SameLine()

      im.Text("Name: ")
      im.SameLine()

      im.Text("Description: ")
      im.SameLine()
      im.NewLine()
      im.Text("Transform:")
@/lua/ge/extensions/career/modules/partInventory.lua
  imgui.BeginChild1("vehiclePartsOuter", imgui.ImVec2(220, 0), imgui.WindowFlags_ChildWindow)
  imgui.Text("Parts in current vehicle")
  imgui.BeginChild1("partsInVehicle", imgui.ImVec2(200, 0), imgui.WindowFlags_ChildWindow)
  imgui.BeginChild1("inventoryPartsOuter", imgui.ImVec2(0, 0), imgui.WindowFlags_ChildWindow)
  imgui.Text("Parts in inventory")
    for partId, part in pairs(partInventory) do
      imgui.Text("" .. partId)
      imgui.TableNextColumn()
      imgui.TableNextColumn()
      imgui.Text(part.name)
      imgui.TableNextColumn()
      imgui.TableNextColumn()
      imgui.Text(part.vehicleModel)
      imgui.TableNextColumn()
      imgui.TableNextColumn()
      imgui.Text(part.description.description or "missing")
      imgui.TableNextColumn()
      imgui.TableNextColumn()
      imgui.Text("" .. part.partCondition["odometer"])
      imgui.TableNextColumn()
      imgui.TableNextColumn()
      imgui.Text("" .. part.value)
      imgui.TableNextColumn()
      imgui.TableNextColumn()
      imgui.Text("" .. part.location)
      imgui.TableNextColumn()
@/lua/ge/extensions/editor/dragRaceEditor/waypoints.lua
  im.BeginChild1("waypoints", im.ImVec2(0, 150), true)
  im.Text("Waypoints")
  im.Separator()
  im.BeginChild1("waypointDetails", im.ImVec2(0, 0), true)
  im.Text("Waypoint Details")
  im.Separator()

  im.Text("Type: ")
  im.SameLine()
  im.NewLine()
  im.Text("Transform:")
  local transformsState = state.getTransforms()
@/lua/ge/extensions/editor/crawlEditor/missionPortTool.lua
    if im.Begin("Mission Port Tool", showDialog) then
      im.Text("Convert Old Crawl Mission to New Crawl System")
      im.Separator()

      im.Text("Current Level: " .. currentLevel)
      im.Text("Scanning: /gameplay/missions/" .. currentLevel .. "/crawl/")
      im.Text("Current Level: " .. currentLevel)
      im.Text("Scanning: /gameplay/missions/" .. currentLevel .. "/crawl/")
      else
        im.Text("Found " .. #missionsList .. " convertible missions:")
        im.Separator()
@/lua/ge/extensions/flowgraph/nodes/ui/multiDescription.lua
  im.Columns(2, "layoutColumns")
  im.Text("Count")
  im.NextColumn()
    if txt:len() > 10 then
      im.Text(txt:sub(1,10).."...")
    else
    else
      im.Text(txt)
    end
@/lua/ge/extensions/editor/flowgraph/search.lua
function C:drawSearchInput()
  im.Text("Find: ")
  im.SameLine()
    if not pos2 then
      im.Text(label:sub(pos1))
      break
    elseif pos1 < pos2 then
      im.Text(label:sub(pos1, pos2 - 1))
      im.SameLine()
      im.BeginDisabled()
      im.Text(result.type..": ")
      im.EndDisabled()
        im.SameLine()
        im.Text("["..result.id.."]")
      end
        im.SameLine()
        im.Text(string.format(" | %d%%%% Match" ,100*result.score))
        if result.frecency and result.frecency > 0 then
          im.SameLine()
          im.Text(string.format(" | %d%%%% Frecency", result.frecency *100))
        end
        im.SetCursorPosX(x)
        im.Text("In: "..result.location)
        im.SameLine()
    im.BeginDisabled()
    im.Text("No Results!")
    im.EndDisabled()
@/lua/ge/extensions/editor/sitesEditor/tags.lua

    im.Text(self.tag)
    local width = im.GetContentRegionAvail().x/2 - 20
    im.SetColumnWidth(2,width)
    im.Text("Has Tag:")
    im.NextColumn()
    im.NextColumn()
    im.Text("Doesn't have:")
    im.NextColumn()
@/lua/ge/extensions/editor/particleEditor.lua
    if im.Begin("DataBlock Deleted", nil , 0) then
      im.Text("The DataBlock has been removed from its file and upon restart will cease to exist" )
      if im.Button("OK") then
    if im.Begin("Save existing emitter?", nil , 0) then
      im.Text("Do you want to save changes to " ..  currentEmitter:getName() .. "?")
      if im.Button("Yes") then
    if im.Begin("Save existing particle?", nil , 0) then
      im.Text("Do you want to save changes to " ..  currentParticle:getName() .. "?")
      if im.Button("Yes") then
@/lua/ge/extensions/editor/roadSpline.lua
    else
      im.Text("No road splines.")
      im.Text("Click the 'Add' button to add one.")
      im.Text("No road splines.")
      im.Text("Click the 'Add' button to add one.")
    end
            im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsBig.y - im.GetTextLineHeight()) * 0.5))
            im.Text('Material: [' .. (selectedLayer.material or 'Not Selected') .. ']')
            im.tooltip('The currently-selected material for this layer.')
            im.TextColored(cols.redB, 'Add some nodes before painting.')
            im.Text('Create at least 2 nodes to enable terrain painting.')
          end
@/lua/ge/extensions/editor/rallyEditor/pacenotes/customForm.lua
  im.PushFont3("cairo_semibold_large")
  -- im.Text(dumps(noteText))
  im.PopFont()
  local codriverHelpTxt = "codriver source=mission custom"
  im.Text(codriverHelpTxt)
  im.tooltip(codriverHelpTxt)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
  im.SameLine()
  im.Text(" or ")
  im.SameLine()
  im.SameLine()
  im.Text(" or ")
  im.SameLine()
      if im.TreeNodeEx1("Live Data##" .. nodeID .. "_pickedNodesData") then
        im.Text("Average over last " .. plotLen .. " frames")
        for _, v in ipairs(nodeDataRendering) do
            im.TextColored(im.ImVec4(v.color[1],v.color[2],v.color[3],v.color[4]), string.format("%s (live / avg) = %s / %s %s", name, strVal, strAvgVal, units))
            --im.Text(string.format("%s = %.2f %s", name, val, units))
            if showGraphs[0] then
      if im.TreeNodeEx1("Live Data##" .. beamID .. "_pickedBeamsData") then
        im.Text("Average over last " .. plotLen .. " frames")
        for _, v in ipairs(beamDataRendering) do
            im.TextColored(im.ImVec4(v.color[1],v.color[2],v.color[3],v.color[4]), string.format("%s (live / avg) = %s / %s %s", name, strVal, strAvgVal, units))
            --im.Text(string.format("%s = %.2f %s", name, val, units))
            if showGraphs[0] then

      --im.Text("Length = " .. string.format("%.2f", beamLength) .. " m")
    renderMenuBar()
    im.Text("Pick with Node/Beam Debug Modes (Ctrl + M/Ctrl + B)")
    im.Spacing()
@/lua/common/libs/ezSVG/EzSVG.lua

function EzSVG.Text(text, x, y, style)
  local ret = createTagTable("text", style)
@/lua/ge/extensions/flowgraph/nodes/input/blacklistActionFilter.lua
    im.SameLine()
    im.Text(string.format("(%d actions)", #self.actionTemplates[key]))
    im.EndDisabled()
@/lua/ge/extensions/flowgraph/nodes/math/accumulator.lua
  builder:Middle()
  im.Text("%0.4f", self.data.currentSum)
end
@/lua/ge/extensions/editor/flowgraph/stateView.lua
  im.NextColumn()
  im.Text(name)
  im.NextColumn()
    for i = 0, depth do name = " - " .. name end
    im.Text(name)
    im.NextColumn()
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/couple.lua
  builder:Middle()
  im.Text(self.data.mode)
    im.SameLine()
    im.Text("(!)")
  end
@/lua/ge/extensions/editor/assetDeduplicator.lua
      else
        im.Text("Failed to load")
      end
    else
      im.Text("No image")
    end
      else
        im.Text("Failed to load")
      end
    else
      im.Text("No image")
    end

    im.Text(description)
    im.SameLine()
    im.Text(("Selected: %d"):format(countSelected()))
    im.Separator()
    im.Text("Warning: This action is not reversible, double check selected file list before proceeding further.")
    if im.Button("Abort") then im.CloseCurrentPopup() end
    if generateCacheJob and generateCacheJob.active and not (generateCacheJob.processed and generateCacheJob.allfiles) then
      im.Text("Generating cache...")
    elseif generateCacheJob and generateCacheJob.active and generateCacheJob.processed and generateCacheJob.allfiles then
    elseif generateCacheJob and generateCacheJob.active and generateCacheJob.processed and generateCacheJob.allfiles then
      im.Text("Generating cache... ("..generateCacheJob.processed.."/"..generateCacheJob.allfiles..")")
    elseif tableIsEmpty(cacheData) then
    elseif tableIsEmpty(cacheData) then
      im.Text("Cache is missing")
    elseif not cacheData['currentLevel'] then
    elseif not cacheData['currentLevel'] then
      im.Text("Current level cache is missing")
    else
    else
      im.Text("Remove asset duplicates from current level")
      im.Text("To check current asset file size usage open ")
      im.Text("Remove asset duplicates from current level")
      im.Text("To check current asset file size usage open ")
      im.SameLine()
      if selectedMode[0] == 0 then
        im.Text("Hash-based comparison matches files with identical content\nthere is no risk of asset discrepancies.")
      else
      else
        im.Text("Filename-based comparison matches files by name only\nit may select assets that differ from the original,\nso manual review is required.")
      end
      if compareFilesJob and compareFilesJob.active and not (compareFilesJob.processed and compareFilesJob.allfiles) then
        im.Text("Assessing files...")
      elseif compareFilesJob and compareFilesJob.active and compareFilesJob.processed and compareFilesJob.allfiles then
      elseif compareFilesJob and compareFilesJob.active and compareFilesJob.processed and compareFilesJob.allfiles then
        im.Text("Assessing files... ("..compareFilesJob.processed.."/"..compareFilesJob.allfiles..")")
      elseif compareFilesJob and compareFilesJob.finished and compareFilesJob.matchCount and compareFilesJob.matchSize and compareFilesJob.matches then
      elseif compareFilesJob and compareFilesJob.finished and compareFilesJob.matchCount and compareFilesJob.matchSize and compareFilesJob.matches then
        im.Text("It's possible to remove "..compareFilesJob.matchCount.." files.\nThis will reduce level file size by "..string.format("%.2f MB", (tonumber(compareFilesJob.matchSize) or 0)/1048576)..".")
        local popupData = {}
        if generateLinksJob and generateLinksJob.active and not (generateLinksJob.processed and generateLinksJob.allfiles) then
          im.Text("Linking files...")
        elseif generateLinksJob and generateLinksJob.active and generateLinksJob.processed and generateLinksJob.allfiles then
        elseif generateLinksJob and generateLinksJob.active and generateLinksJob.processed and generateLinksJob.allfiles then
          im.Text("Linking files... ("..generateLinksJob.processed.."/"..generateLinksJob.allfiles..")")
        elseif generateLinksJob and generateLinksJob.finished and generateLinksJob.status and generateLinksJob.linkedFiles and generateLinksJob.error then
          if generateLinksJob.status == 0 then
            im.Text("Successfully linked files")
            if im.BeginPopup('linkingFinished') then
            if im.BeginPopup('linkingFinished') then
            im.Text("Successfully all linked files: ")
            im.Text(generateLinksJob.linkedFiles)
            im.Text("Successfully all linked files: ")
            im.Text(generateLinksJob.linkedFiles)
            im.Separator()
          elseif generateLinksJob.status == 1 then
            im.Text("Failed to remove files before linking.\nMake sure your mod is unpacked.")
            if im.BeginPopup('linkingFinished') then
            if im.BeginPopup('linkingFinished') then
            im.Text("Failed to link files: ")
            im.Text(generateLinksJob.error)
            im.Text("Failed to link files: ")
            im.Text(generateLinksJob.error)
            im.Separator()
      else
        im.Text("Assessment did not run.")
      end
@/lua/ge/extensions/flowgraph/nodes/math/smoothers/spring.lua
  if self.smoother then
    im.Text("%0.4f", self.smoother.state)
  end
@/lua/ge/extensions/editor/rallyEditor/measurementsTab.lua
  im.HeaderText("Measurements")
  im.Text("Track distance measurements along the snaproad.")
  if diff > 3600*24 then
    im.Text(string.format("saved %dd ago", math.floor(diff / (3600*24))))
  elseif diff > 3600 then
  elseif diff > 3600 then
    im.Text(string.format("saved %dh ago", math.floor(diff / 3600)))
  elseif diff > 60 then
  elseif diff > 60 then
    im.Text(string.format("saved %dm ago", math.floor(diff / 60)))
  else
  else
    im.Text(string.format("saved %ds ago", diff))
  end
  --   local filePath = self:getMeasurementsFilePath()
  --   im.Text("Save measurements to:")
  --   im.Text(filePath or "N/A")
  --   im.Text("Save measurements to:")
  --   im.Text(filePath or "N/A")
  --   im.EndTooltip()
  --   local filePath = self:getMeasurementsFilePath()
  --   im.Text("Load measurements from:")
  --   im.Text(filePath or "N/A")
  --   im.Text("Load measurements from:")
  --   im.Text(filePath or "N/A")
  --   im.EndTooltip()
        im.BeginTooltip()
        im.Text("When enabled, measures distance by following the snaproad between points.")
        im.Text("When disabled, measures direct straight-line distance between points.")
        im.Text("When enabled, measures distance by following the snaproad between points.")
        im.Text("When disabled, measures direct straight-line distance between points.")
        im.EndTooltip()
      -- Color picker
      im.Text("Measurement Color:")
      local colorPtr = im.ArrayFloat(3)
      -- Text color selector (black or white)
      im.Text("Text Color:")
      local isWhiteText = selectedMeasurement.textColor[1] > 0.5

      im.Text(string.format("Total Distance: %.2f meters", selectedMeasurement.totalDistance))
      im.Text(string.format("Number of Points: %d", #selectedMeasurement.points))
      im.Text(string.format("Total Distance: %.2f meters", selectedMeasurement.totalDistance))
      im.Text(string.format("Number of Points: %d", #selectedMeasurement.points))

      im.Text("Click in 3D world to add measurement points")
@/lua/ge/extensions/flowgraph/nodes/recording/recordCamera.lua
  builder:Middle()
  im.Text(self.durationState)
  im.Text(tostring(#self.path))
  im.Text(self.durationState)
  im.Text(tostring(#self.path))
@/lua/ge/extensions/editor/engineAudioDebug.lua
  if editor.beginWindow(wndName, wndName) then
    im.Text("Sound Selection")
    im.Indent()

      im.Text("General")
      im.Indent()

      im.Text("On/Off-Load")
      im.Indent()

      im.Text("High/Low Shelf")
      im.Indent()

      im.Text("EQ Low")
      im.Indent()

      im.Text("EQ High")
      im.Indent()

      im.Text("Fundamental Frequency")
      im.Indent()
@/lua/ge/extensions/editor/missionEditor/prefabs.lua

  im.Text("Prefabs")
  im.NextColumn()
@/lua/ge/extensions/flowgraph/nodes/math/smoothers/linear.lua
  if self.smoother then
    im.Text("%0.4f", self.smoother.state)
  end
@/lua/ge/extensions/editor/rallyEditor/pacenotes/pacenoteForm.lua
  im.PushFont3("cairo_semibold_large")
  im.Text(pacenote:noteOutputFreeform())
  im.PopFont()
  local codriverHelpTxt = "codriver source=mission name="..codriver.name.." language="..codriver.language.." voice="..codriver.voice
  im.Text(codriverHelpTxt)
  im.tooltip(codriverHelpTxt)
  if distBefore ~= "" then
    im.Text('"'..distBefore..'" ')
  else
  else
    im.Text(' ')
  end
  im.SameLine()
  im.Text('(distance before, var='..rallyUtil.var_db..')')
  im.SameLine()
  im.Text('Pacenote text')
  im.PopFont()
  if distAfter ~= "" then
    im.Text('"'..distAfter..'" ')
  else
  else
    im.Text(' ')
  end
  im.SameLine()
  im.Text('(distance after, var='..rallyUtil.var_da..')')
  im.Spacing()
  im.Text("Variables may be used in Pacenote text for custom distance call placement.")
  im.Spacing()
local function drawPacenoteActions(pacenote, pacenoteToolsState, pacenoteToolsWindow)
  -- im.Text("Current Pacenote: #" .. self.pacenote_tools_state.selected_pn_id)
  -- if paused then
  --   im.Text('Unpause game to play Camera Path')
  -- else
    -- end
    -- im.Text(issues)
    -- im.Separator()
  local notebookAudioMode = RallyEnums.pacenoteAudioModeNames[pacenote.notebook:getAudioMode()]
  im.Text("audioMode notebook="..notebookAudioMode.." pacenote="..pacenoteAudioModeSetting)
  if im.BeginPopupModal("Delete Pacenote?", nil, im.WindowFlags_AlwaysAutoResize) then
    im.Text("Are you sure you want to delete this pacenote?")
    im.Spacing()
  else
    im.Text("No pacenote selected")
  end
@/lua/ge/extensions/flowgraph/nodes/types/quat.lua
  builder:Middle()
  im.Text(tostring(quat(self.pinIn.x.value or 0, self.pinIn.y.value or 0, self.pinIn.z.value or 0, self.pinIn.w.value or 0)))
end
@/lua/ge/extensions/gameplay/rally/recceApp.lua

  -- im.Text("Vehicle Controls")
  -- if im.Button('<-') then
@/lua/ge/extensions/editor/audioEventsList.lua

      im.Text('Path: "' .. currPathStr .. '"')
      renderCurrentDirGui(eventsDir, currDirLen, stopButtonSize.y + 10)
    else
      im.Text('Path: All Events')
      renderSearchResultsGui(stopButtonSize.y + 10)
@/lua/ge/extensions/editor/missionEditor/general.lua

  im.Text("Name")
  im.NextColumn()

  im.Text("Description")
  im.NextColumn()
  if type(self.mission.description) == "table" then
    im.Text("Description is a table, editing is not supported!")
    im.Text(dumps(self.mission.description))
    im.Text("Description is a table, editing is not supported!")
    im.Text(dumps(self.mission.description))
  end
@/lua/ge/extensions/editor/vizHelper.lua
    im.Begin("Viz Helper", windowOpen)
    im.Text("Mouse not over anything")
    im.End()

  im.Text('MouseWheel = Rotate')
    im.Text('Ctrl + MouseWheel = Scale')
  im.Text('MouseWheel = Rotate')
    im.Text('Ctrl + MouseWheel = Scale')
    im.Text('Alt + MouseWheel = Change image')
    im.Text('Ctrl + MouseWheel = Scale')
    im.Text('Alt + MouseWheel = Change image')
    im.Text('Shift = Mousewheel sensitivity')
    im.Text('Alt + MouseWheel = Change image')
    im.Text('Shift = Mousewheel sensitivity')
    im.Text('Click = Place')
    im.Text('Shift = Mousewheel sensitivity')
    im.Text('Click = Place')
    im.Separator()
      im.Separator()
      im.Text("object: " .. tostring(mouseHit.object:getId() .. ' in ' .. string.format('%0.2f', mouseHit.distance) .. 'm'))
    im.Separator()
    im.Text(tostring(#savedDecals) .. " decals saved")
    im.SameLine()
@/lua/ge/extensions/editor/bulkRename.lua

    imgui.Text("Field to rename:")
    if imgui.RadioButton2("name", fieldToRenamePtr, 0) then

    imgui.Text("Objects to rename:")
    if imgui.RadioButton2("Current Selection", whatSetPtr, 0) then
    if whatSetPtr[0] == 1 then
      imgui.Text("Field to search:")
      if imgui.RadioButton2("name##searchField", fieldToSearchPtr, 0) then

      imgui.Text("Search Pattern: (use * to match any substring, ? to match any single character)")
      if editor.uiInputSearchTextFilter("##renameFilter", filter, imgui.GetContentRegionAvailWidth(), nil, nil) then
    imgui.Separator()
    imgui.Text("Rename Pattern: (use %n or %Xn, where X is the number width, to insert counter, or %o to insert old name)")
    imgui.Separator()
    imgui.Text("Found: " .. tostring(foundCount))
    imgui.Separator()
    imgui.Separator()
    imgui.Text("Preview:")
            imgui.TableSetColumnIndex(0)
            imgui.Text(entry.old)
            imgui.TableSetColumnIndex(1)
            imgui.TableSetColumnIndex(1)
            imgui.Text(entry.new)
            imgui.TableSetColumnIndex(2)
            imgui.TableSetColumnIndex(2)
            imgui.Text(tostring(id))
            imgui.TableSetColumnIndex(3)
@/lua/ge/extensions/editor/missionPlaybook/missionTreeViewer.lua
  im.BeginGroup()
  im.Text(translateLanguage(mission.name, mission.name, true))
    im.SetCursorPos(im.ImVec2(center.x - txtSize.x/2+3, center.y - txtSize.y/2+3))
    im.Text(text)
@/lua/ge/extensions/editor/shapeEditor.lua
        -- for k,v in pairs(shapePrev:getMeshStat()) do
        --   im.Text(k)
        --   im.NextColumn()
        --   im.NextColumn()
        --   im.Text(dumps(v))
        --   im.Separator()
@/lua/ge/extensions/flowgraph/pin.lua
    --im.TextUnformatted('Value: ' .. valStr)
    --im.Text(val)
    --im.Text("_hardcodedDummyPin = " .. tostring(self._hardcodedDummyPin))
    --im.Text(val)
    --im.Text("_hardcodedDummyPin = " .. tostring(self._hardcodedDummyPin))
    --im.Text("HC Type = " .. tostring(self.hardCodeType))
    --im.Text("_hardcodedDummyPin = " .. tostring(self._hardcodedDummyPin))
    --im.Text("HC Type = " .. tostring(self.hardCodeType))
    --im.Text(ui_flowgraph_editor.fullValueString(val, self.hardCodeType and self.hardCodeType or self.type))
    --im.Text("HC Type = " .. tostring(self.hardCodeType))
    --im.Text(ui_flowgraph_editor.fullValueString(val, self.hardCodeType and self.hardCodeType or self.type))
    --im.TextUnformatted('PIN ID: ' .. tostring(self.id))
    im.Separator()
    im.Text("id: %s", tostring(self.id))
    im.Text("Node: %s", tostring(self.node.id))
    im.Text("id: %s", tostring(self.id))
    im.Text("Node: %s", tostring(self.node.id))
    im.Separator()
@/lua/ge/extensions/gameplay/missions/missionManager.lua
    im.Begin("Mission Manager Debug")
    im.Text("Steps")
    if not taskData.active then im.BeginDisabled() end
      im.TextWrapped(string.format("%s%d - %s",taskData.currentStep == i and "ACTIVE " or "", i, step.name or "Unnamed Step"))
      im.Text(dumps(step))
      if debugApprove and i==taskData.currentStep and step.complete then
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraRotation.lua
  if self.mode == 'custom' then
    im.Text("Rotation: ")
    local pos = im.ArrayFloat(4)
@/lua/ge/extensions/flowgraph/nodes/types/setVariable.lua
  else
    im.Text("???")
    ui_flowgraph_editor.tooltip("Variable missing..?")
@/lua/ge/extensions/flowgraph/nodes/logic/booleanExpression.lua
  if currentTemplate then
    im.Text(currentTemplate.description)
    for _, pin in ipairs(currentTemplate.pinInfo) do
      im.SameLine()
      im.Text(pin.pin .. " - " .. pin.description)
    end
@/lua/ge/extensions/flowgraph/nodes/math/ease.lua
  if self.easeFuncName then
    im.Text(self.easeFuncName)
  end
@/lua/ge/extensions/editor/flowgraph/references.lua
  if highlightText == "" then
    im.Text(label)
    return
    if not pos2 then
      im.Text(label:sub(pos1))
      break
    elseif pos1 < pos2 then
      im.Text(label:sub(pos1, pos2 - 1))
      im.SameLine()
      im.Separator()
      im.Text("Existing Node Types: ")
      im.SameLine()
      im.PushStyleColor2(im.Col_Text, matchColor)
      im.Text(tostring(tableSize(self.nodeTable)))
      im.PopStyleColor()
      im.SameLine()
      im.Text("Used Node Types: ")
      im.SameLine()
      im.PushStyleColor2(im.Col_Text, matchColor)
      im.Text(tostring(self.nodeStatistics.usedNoteTypeAmount))
      im.PopStyleColor()
      im.SameLine()
      im.Text("Node Instances: ")
      im.SameLine()
      im.PushStyleColor2(im.Col_Text, matchColor)
      im.Text(tostring(self.nodeStatistics.usedNodeInstances))
      im.PopStyleColor()
      im.TableNextColumn()
      im.Text(tostring(n.nodeData.amount))
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text(tostring(tableSize(n.nodeData.amountForProjects)))
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text(tostring(n.nodeData.category))
      im.TableNextColumn()
        im.TableNextColumn()
        im.Text(tostring(p.amount))
        im.TableNextColumn()
    else
      im.Text("None")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("None")
    end
@/lua/ge/extensions/flowgraph/nodes/events/customizedTriggerBox.lua
  im.Columns(2, "layoutColumns")
  im.Text("Status")
  im.NextColumn()
@/lua/ge/extensions/editor/raceEditor/startPositions.lua
      end
      im.Text("Current Start Position: #" .. self.index)
      im.SameLine()
@/lua/ge/extensions/editor/aiTests.lua

    im.Text(marker.objectName)
    if isWaypoint then
      local idx, dist = route:trackVehicle(playerVehicle)
      im.Text(string.format("Idx: %d, distance: %0.1f", idx or -1, dist or -1))
      routeTracking = true
    else
      im.Text("No player vehicle!")
    end
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamTableVis.lua
    im.SameLine()
    im.Text(jbeamFileName or "")
@/lua/ge/extensions/editor/raceEditor/pacenotes.lua
      end
      im.Text("Current Pacenote: #" .. self.index)
      im.SameLine()
@/lua/ge/extensions/gameplay/drift/general.lua

      im.Text("Drift context : ")
      if context == "inChallenge" then
        im.Text("Challenge mode : ")

    im.Text("Loaded drift extensions : ")
    if im.BeginTable("Loaded extensions", 3, nil) then
      im.TableNextColumn()
      im.Text("Extension name")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Debug")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Gc")
      im.TableNextColumn()
        if extensionData.loaded then
          im.Text(string.gsub(extensionName, "^gameplay_drift_", ""))
          im.TableNextColumn()
          if _G[extensionName] and _G[extensionName].getGC then
            im.Text(tostring(_G[extensionName].getGC()))
          else
          else
            im.Text("nan")
          end

    im.Text("Paused : " .. tostring(paused))
    im.Text("Frozen : " .. tostring(frozen))
    im.Text("Paused : " .. tostring(paused))
    im.Text("Frozen : " .. tostring(frozen))
  end
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/countdown.lua
      end
      im.Text(txt)
    end
    if self.done then
      im.Text("Done")
    else
    else
      im.Text("Stopped")
    end
  else
    im.Text("Running")
  end
@/lua/ge/extensions/flowgraph/nodes/logic/switchcase.lua
  im.Columns(2, "layoutColumns")
  im.Text("Count")
  im.NextColumn()
@/lua/ge/extensions/gameplay/drift/scoreboard.lua
      end
      im.Text(dumpsz(tiersAndScore, 3))
      im.SameLine()
      im.SameLine()
      im.Text(dumpsz(M.getPerformanceStats(), 3))
      im.SameLine()
      im.SameLine()
      im.Text(dumpsz(quickMessages, 3))
    end
@/lua/ge/extensions/editor/roadNetworkExporter.lua
    -- OpenDrive export section
    im.Text("OpenDrive (.xodr) Export:")
    im.TextWrapped("Exports current level road network as an OpenDrive .xodr file.\nBeamNG might look frozen while the export is in progress.")
    if not levelLoaded then
      im.Text("No level currently loaded.")
    else
      if exportedFilename ~= nil then
        im.Text("Exported to '" .. exportedFilename .. "'.")
      end
    -- OpenStreetMap export section
    im.Text("OpenStreetMap (.osm) Export:")
    im.TextWrapped("Exports current level road network as an OpenStreetMap .osm file.\nBeamNG might look frozen while the export is in progress.")
    if not levelLoaded then
      im.Text("No level currently loaded.")
    else
      if osmExportedFilename ~= nil then
        im.Text("Exported to '" .. osmExportedFilename .. "'.")
      end
    -- OpenStreetMap export section
    im.Text("SUMO (.xml) Export:")
    im.TextWrapped("Exports current level road network as an SUMO .xml file.\nBeamNG might look frozen while the export is in progress.")
    if not levelLoaded then
      im.Text("No level currently loaded.")
    else
      if sumoExportedFilename ~= nil then
        im.Text("Exported files:")
        im.Text("  " .. sumo_filename .. ".edg.xml")
        im.Text("Exported files:")
        im.Text("  " .. sumo_filename .. ".edg.xml")
        im.Text("  " .. sumo_filename .. ".nod.xml")
        im.Text("  " .. sumo_filename .. ".edg.xml")
        im.Text("  " .. sumo_filename .. ".nod.xml")
      end
@/lua/ge/extensions/editor/flowgraph/projectSettings.lua
  im.SetColumnWidth(0, 100 * im.uiscale[0])
  im.Text("Project Name: ")
  im.NextColumn()
  im.NextColumn()
  im.Text("Description: ")
  im.NextColumn()

  im.Text("Authors:")
  im.NextColumn()

  im.Text("Difficulty:")
  im.NextColumn()
  im.SameLine()
  im.Text(diffs[math.floor(self.diffPtr[0]/25)+1] or 'Very Hard')
  im.NextColumn()

  im.Text("Is Scenario:")
  im.NextColumn()
  if editor.getPreference("flowgraph.debug.editorDebug") then
    im.Text("Status")
    im.NextColumn()

  im.Text("Filename")
  im.NextColumn()
  im.NextColumn()
  im.Text(tostring(self.mgr.savedFilename))
  im.NextColumn()

  im.Text("Save Directory")
  im.NextColumn()
  im.NextColumn()
  im.Text(tostring(self.mgr.savedDir))
  im.NextColumn()
@/lua/ge/extensions/editor/inspector.lua
  if not valueInspector.selectedIds or 0 == tableSize(valueInspector.selectedIds) then
    imgui.Text("No selection")
    return
  if tableSize(valueInspector.selectedIds) > 1 then
    imgui.Text(tostring(tableSize(valueInspector.selectedIds)) .. " selected object(s)")
  end
          imgui.SameLine()
          imgui.Text("    ")
          imgui.SameLine()
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.5, 0, 1))
    imgui.Text("")
    imgui.PopStyleColor()
          imgui.Columns(2, "FieldsColumn")
          imgui.Text(dynFields[i])
          imgui.NextColumn()
        imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.5, 0, 1))
        imgui.Text("")
        imgui.PopStyleColor()

    imgui.Text("Add new field named:")
    if imgui.InputText("##newDynField", ctx.newFieldName, imgui.ArraySize(ctx.newFieldName), imgui.InputTextFlags_EnterReturnsTrue) then
          imgui.PushStyleColor2(imgui.Col_Text, lockedInspectorColor)
          imgui.Text("[Locked]")
          imgui.PopStyleColor()
        if numKeys == 2 then
          imgui.Text("Multiple types selected:")
          for className, val in pairs(editor.selection) do
          for className, val in pairs(editor.selection) do
            imgui.Text(#val .. " " .. className .. "(s)")
          end
    for colorIndex = 0, 2 do
      imgui.Text("Paint " .. colorIndex+1)
      local fieldValue = editor.getFieldValue(valueInspector.selectedIds[#valueInspector.selectedIds], fieldName, colorIndex)
@/lua/ge/extensions/util/vehicleRopeDebug.lua
        im.SameLine()
        im.Text("Anchor A")
        im.TableSetColumnIndex(4)
        im.SameLine()
        im.Text("Anchor B")
        -- Base Pos (editable)
        im.TableSetColumnIndex(0)
        im.Text("Base Pos:")
        if im.IsItemHovered() then im.SetTooltip("Base anchor position") end
        im.TableSetColumnIndex(0)
        im.Text("Calculated Position:")
        if im.IsItemHovered() then im.SetTooltip("Calculated anchor position") end
        im.TableSetColumnIndex(1)
        im.Text(string.format("%.4f", selectedRope.anchorA.x))
        im.TableSetColumnIndex(2)
        im.TableSetColumnIndex(2)
        im.Text(string.format("%.4f", selectedRope.anchorA.y))
        im.TableSetColumnIndex(3)
        im.TableSetColumnIndex(3)
        im.Text(string.format("%.4f", selectedRope.anchorA.z))
        im.TableSetColumnIndex(4)
        im.TableSetColumnIndex(4)
        im.Text(string.format("%.4f", selectedRope.anchorB.x))
        im.TableSetColumnIndex(5)
        im.TableSetColumnIndex(5)
        im.Text(string.format("%.4f", selectedRope.anchorB.y))
        im.TableSetColumnIndex(6)
        im.TableSetColumnIndex(6)
        im.Text(string.format("%.4f", selectedRope.anchorB.z))
        im.TableSetColumnIndex(0)
        im.Text("Base Dir:")
        if im.IsItemHovered() then im.SetTooltip("Base direction vector") end
        im.TableSetColumnIndex(0)
        im.Text("Calculated Direction:")
        if im.IsItemHovered() then im.SetTooltip("Calculated direction vector") end
        im.TableSetColumnIndex(1)
        im.Text(string.format("%.4f", selectedRope.dirA.x))
        im.TableSetColumnIndex(2)
        im.TableSetColumnIndex(2)
        im.Text(string.format("%.4f", selectedRope.dirA.y))
        im.TableSetColumnIndex(3)
        im.TableSetColumnIndex(3)
        im.Text(string.format("%.4f", selectedRope.dirA.z))
        im.TableSetColumnIndex(4)
        im.TableSetColumnIndex(4)
        im.Text(string.format("%.4f", selectedRope.dirB.x))
        im.TableSetColumnIndex(5)
        im.TableSetColumnIndex(5)
        im.Text(string.format("%.4f", selectedRope.dirB.y))
        im.TableSetColumnIndex(6)
        im.TableSetColumnIndex(6)
        im.Text(string.format("%.4f", selectedRope.dirB.z))
        im.TableSetColumnIndex(0)
        im.Text("Gravity:")
        if im.IsItemHovered() then
        im.SameLine()
        im.Text("Bend Stiffness")
        im.SameLine()
        im.Text("Segments")
      end
        im.SameLine()
        im.Text("Max Strain")
      end
      im.Separator()
      im.Text("Debug")
      if im.IsItemHovered() then
      im.Separator()
      im.Text("Rope Info (ID: " .. selectedRope.id .. ")")
      if im.IsItemHovered() then
      end
      im.Text(string.format("Max Strain: %.4f", selectedRope.maxStrain))
      if im.IsItemHovered() then
      end
      im.Text(string.format("Avg Strain: %.4f", selectedRope.avgStrain))
      if im.IsItemHovered() then
      end
      im.Text(string.format("Current Length: %.4f", selectedRope.currentLength))
      if im.IsItemHovered() then
      end
      im.Text(string.format("Segment (Rest) Length: %.4f", selectedRope.restLength))
      if im.IsItemHovered() then
      end
      im.Text(string.format("Sim Time: %.3f ms", selectedRope.simTime))
      if im.IsItemHovered() then
    im.Separator()
    im.Text("Overall Performance Stats")
    if im.IsItemHovered() then

    im.Text(string.format("FPS: %.1f", perfStats.fps))
    if im.IsItemHovered() then

      im.Text(string.format("Frame Time: Sim %.1f%% + Render %.1f%% = %.1f%%",
        avgSimPercent, avgRenderPercent, avgSimPercent + avgRenderPercent))

      im.Text(string.format("Objects: %d", mgrStats.objectsRendered))
      if im.IsItemHovered() then

      im.Text(string.format("Total Sim: %.3f ms avg (%.1f%% frame)",
        perfStats.avgTotalSimTime, avgSimPercent))

      im.Text(string.format("Total Render: %.3f ms avg (%.1f%% frame)",
        perfStats.avgTotalRenderTime, avgRenderPercent))
    else
      im.Text("Manager stats not available")
      if im.IsItemHovered() then
      im.Separator()
      im.Text("Per-Rope Performance")
      if im.IsItemHovered() then

      im.Text(string.format("Avg Sim per Object: %.3f ms", avgSimPerObject))
      if im.IsItemHovered() then
@/lua/ge/extensions/editor/measuresInspectorHeader.lua
  if size then
    imgui.Text("Size: " .. string.format("%.2f", size.x) .. " x " .. string.format("%.2f", size.y) .. " x " .. string.format("%.2f", size.z))
    imgui.tooltip("The size of the selection bounding box, scale included")
@/lua/ge/extensions/editor/forestEditor.lua
    end
    im.Text("Sink Value:")
    im.SameLine()
    im.Spacing()
    im.Text("There is no Forest object to render forest items, create one ?")
    im.Spacing()
    im.Spacing()
    im.Text("There is no Forest Brush Group to add Forest Brushes to, create one ?")
    im.Spacing()
  if fieldValue == "" then
    im.Text(noValueString)
  else
  else
    im.Text(fieldValue)
  end
@/lua/ge/extensions/editor/api/assets.lua
    imgui.SetDragDropPayload(dragDropId, dragDropAsset.data, im.ArraySize(dragDropAsset.data), imgui.Cond_Once);
    imgui.Text(data)
    imgui.EndDragDropSource()
@/lua/ge/extensions/editor/assetBrowser.lua
            im.BeginTooltip()
            im.Text(tooltipText)
            im.EndTooltip()
            im.BeginTooltip()
            im.Text(tooltipText)
            im.EndTooltip()
@/lua/ge/extensions/gameplay/drift/quickMessages.lua
    if im.Begin("Quick messages") then
      im.Text("Available quick messages : ")
      if im.BeginChild1("Available quick messages", im.ImVec2(im.GetContentRegionAvailWidth(), 130), true) then
        for messageId, data in pairs(quickMessages) do
          im.Text('-' .. data.msg)
          if im.IsItemHovered() then
      im.Dummy(im.ImVec2(1, 10))
      im.Text("Quick message history : ")
      im.SameLine()
        im.TableNextColumn()
        im.Text("Messages")
        im.TableNextColumn()
        im.TableNextColumn()
        im.Text("Status")
        im.TableNextColumn()
        for i = #debugHistory, 1, -1 do
          im.Text(debugHistory[i])
          im.TableNextColumn()
@/lua/ge/extensions/ui/bindingsLegend.lua
    im.Separator()
    im.Text("Delay Timer: " .. string.format("%.2f", fadeDelayTimer))
    im.Text("VehicleSpecific visible: " .. tostring(actionCategoryActive["vehicleSpecific"]))
    im.Text("Delay Timer: " .. string.format("%.2f", fadeDelayTimer))
    im.Text("VehicleSpecific visible: " .. tostring(actionCategoryActive["vehicleSpecific"]))
    im.Text("Should fade:   " .. tostring(shouldFade()))
    im.Text("VehicleSpecific visible: " .. tostring(actionCategoryActive["vehicleSpecific"]))
    im.Text("Should fade:   " .. tostring(shouldFade()))
    im.Text("Is faded:      " .. tostring(isFaded))
    im.Text("Should fade:   " .. tostring(shouldFade()))
    im.Text("Is faded:      " .. tostring(isFaded))
    im.Separator()
    im.Text("Modifiers:")
    local modifierChanged = false
@/lua/ge/extensions/editor/util/vehicleFilterUtil.lua
  im.Separator()
  im.Text("Vehicle Eligibility:")
  local auxVehPtr = im.BoolPtr(e.allowAuxiliaryVehicles)
  im.Separator()
  im.Text("Base Filter (applies to all probability settings):")
  if not e.baseFilter then e.baseFilter = {whiteList = {}, blackList = {}} end
  -- Base Filter WhiteList
  im.Text("  WhiteList:")
  for filterIdx, filter in ipairs(e.baseFilter.whiteList) do
      -- Configure filter inline
      im.Text("  " .. filter.propName .. ":")
    else
      im.Text("  - " .. (filter.propName or "Unknown"))
    end
  -- Add filter button for base filter whiteList
  im.Text("    ")
  im.SameLine()
  -- Base Filter BlackList
  im.Text("  BlackList:")
  for filterIdx, filter in ipairs(e.baseFilter.blackList) do
      -- Configure filter inline
      im.Text("    " .. filter.propName .. ":")
    else
      im.Text("    - " .. (filter.propName or "Unknown"))
    end
  -- Add filter button for base filter blackList
  im.Text("    ")
  im.SameLine()
  im.Separator()
  im.Text("Probability Settings:")
  if im.Button("+ Add Probability Setting##"..e._id.."addSetting") then
    -- Setting header with weight and remove button
    im.Text("Setting " .. settingIdx .. ":")
    im.SameLine()
    -- WhiteList filters in this setting
    im.Text("  WhiteList:")
    for filterIdx, filter in ipairs(setting.whiteList) do
        -- Configure filter inline
        im.Text("    " .. filter.propName .. ":")
      else
        im.Text("    - " .. (filter.propName or "Unknown"))
      end
    -- Add filter button for whiteList
    im.Text("    ")
    im.SameLine()
    -- BlackList filters in this setting
    im.Text("  BlackList:")
    for filterIdx, filter in ipairs(setting.blackList) do
        -- Configure filter inline
        im.Text("    " .. filter.propName .. ":")
      else
        im.Text("    - " .. (filter.propName or "Unknown"))
      end
    -- Add filter button for blackList
    im.Text("    ")
    im.SameLine()
  im.Separator()
  im.Text("Global Settings:")
  im.PushItemWidth(150)
  im.SameLine()
  im.Text("(0 = select all matching vehicles)")
  im.SameLine()
  im.Text("(Attribute to use for weighting, e.g. 'Population')")
  im.Separator()
  im.Text("Selected Configs (" .. #finalConfigs .. "):")
  -- Use available content region, but ensure minimum height for usability
    for i, cfg in ipairs(finalConfigs) do
      im.Text(cfg.model .. " / " .. (cfg.name or cfg.config))
      im.SameLine()
  im.Separator()
  im.Text("Add Config Manually:")
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraPosition.lua
  if self.mode == 'custom' then
    im.Text("Position: ")
    local pos = im.ArrayFloat(3)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/fileRace.lua
  im.Columns(2, "layoutColumns")
  im.Text("Vehicle Count")
  im.NextColumn()
  builder:Middle()
  im.Text(self.started and "Started" or "Stopped")
end
@/lua/ge/extensions/flowgraph/nodes/environment/directionalGravity.lua
    local surfaceGravity = C.gConst * (self.pinIn.mass.value / (self.pinIn.radius.value*self.pinIn.radius.value))
    im.Text("Surface Gravity: %0.3f", surfaceGravity)
  end
@/lua/ge/extensions/editor/dragRaceEditor.lua
    else
      im.Text("Select a facility, strip, or settings file to view details")
    end
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/setDragVehicle.lua
  im.Columns(2, "layoutColumns")
  im.Text("Count")
  im.NextColumn()
@/lua/ge/extensions/editor/missionEditor.lua
    im.SetCursorPosY(im.GetCursorPosY() + 6)
    im.Text(shownMission.id)
  else
    im.BeginDisabled()
    im.Text("(no mission selected)")
    im.EndDisabled()
      if missionData._issueList.importantCount == 0 then
        im.Text("No Issues!")
      end
    im.SetColumnWidth(0, im.CalcTextSize("MissionType").x +5)
    im.Text("Name: ")
    im.NextColumn()
    im.NextColumn()
    im.Text("Id: ")
    im.NextColumn()
    im.NextColumn()
    im.Text("Auto Id")
    im.NextColumn()
    im.NextColumn()
    im.Text("Missiontype")
    im.NextColumn()
          end
          im.Text("Contains " .. #files.." files and " .. #dirs .. " directories:")
          table.sort(files)
          for _, f in ipairs(files) do
            im.Text(f)
          end
          for _, d in ipairs(dirs) do
            im.Text(d)
          end
                  im.BeginDisabled()
                  im.Text("  "..other)
                  im.EndDisabled()
    if not displayed then
      im.Text("No missions were found!")
    end
        else
          im.Text("No Mission Selected.")
        end
        else
          im.Text("No Mission Selected.")
        end
        else
          im.Text("No Mission Selected.")
        end
          else
            im.Text("No Mission Selected.")
          end
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/customVehicleGetter.lua
  local reason = nil
  im.Text("Mode: ")
  im.SameLine()
@/lua/ge/extensions/editor/sensorDebugger.lua
    if next(camData) == nil then
      im.Text('No camera sensors found.')
    else
    for id, cam in pairs(camData) do
      im.Text(tech_sensors.getCameraSensorName(cam.id))
      if im.Checkbox("Visualize##" .. cam.id, cam.visualize) then
@/lua/ge/extensions/flowgraph/nodes/ui/monologue.lua
  im.Columns(2, "layoutColumns")
  im.Text("Count")
  im.NextColumn()
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veFlexbodyDebug.lua
  im.SameLine()
  im.Text(" or ")
  im.SameLine()
    im.SameLine()
    im.Text("  or ")
    im.SameLine()
    im.SameLine()
    im.Text(" or ")
    im.SameLine()
    im.Spacing()
    im.Text("Total Vertices Count = " .. vertCount)
    im.Text("Total Nodes Count = " .. nodeCount)
    im.Text("Total Vertices Count = " .. vertCount)
    im.Text("Total Nodes Count = " .. nodeCount)
    im.Text("   Unused Nodes Count = " .. (nodeCount - currNodesUsed))
    im.Text("Total Nodes Count = " .. nodeCount)
    im.Text("   Unused Nodes Count = " .. (nodeCount - currNodesUsed))
  end

  im.Text("Favorites")
  for i, id in ipairs(state.settings.favoriteFlexmeshes) do

        im.Text("Potential Spiking Vertices Count: " .. string.format("%d / %d", state.verticesOOBCoordsData.count, totalVertices))
        im.Text("Problematic Locators Count (NX,NY,NZ): " .. dumps(state.verticesOOBCoordsData.countVec))
        im.Text("Potential Spiking Vertices Count: " .. string.format("%d / %d", state.verticesOOBCoordsData.count, totalVertices))
        im.Text("Problematic Locators Count (NX,NY,NZ): " .. dumps(state.verticesOOBCoordsData.countVec))
        im.Separator()

        im.Text("Problematic Vertices Count: " .. string.format("%d / %d", state.verticesLackingNodesData.count, totalVertices))
        im.Separator()
@/lua/ge/extensions/flowgraph/nodes/ui/imgui/imDialogue.lua
  local remove = nil
  im.Text(dumps(self.options))
  im.Text(tostring(self.id))
  im.Text(dumps(self.options))
  im.Text(tostring(self.id))
  for i, btn in ipairs(self.options) do
@/lua/ge/extensions/editor/missionPlaybook.lua
  if not condensed then
    im.Text("Playing Mission: \"" ..translateLanguage(mission.name, mission.name, true).."\"")
    im.SameLine()
    im.PopItemWidth()
    im.Text("And getting these Stars:")
    if mission then
local function drawElement(e)
  --im.Text(dumps(e))
end
      end
      im.Text(tostring(i))
      if not condensed then
@/lua/ge/extensions/editor/missionEditor/additionalAttributes.lua
  editEnded = im.BoolPtr(false)
  im.Text("Author")
  im.tooltip("The Author of this Mission.")
  editEnded = im.BoolPtr(false)
  im.Text("Date")
  im.tooltip("When this mission was created or last updated.")
  im.SameLine()
  im.Text(self.dateHumanReadable)
  im.NextColumn()

  im.Text("As Scenario")
  im.tooltip("If set, the mission is available as a scenario from the main menu.")

  im.Text("DEV Mission")
  im.tooltip("If set, the mission is not meant for release, but only for testing.")
    local val = attribute.valuesByKey[self.mission.additionalAttributes[attKey]] or noneVal
    im.Text(attribute.label)
    im.NextColumn()
  editEnded = im.BoolPtr(false)
  im.Text("Group Id")
  im.tooltip("Missions with the same ID will be grouped together in the bigmap. Leave empty for no group.")

  im.Text("Group Label")
  im.NextColumn()
    local editEnded = im.BoolPtr(false)
    im.Text("After: ")
    im.SameLine() im.PushItemWidth(200)
    im.SameLine()
    im.Text(os.date('%Y-%m-%d %H:%M:%S', self._timeUpdaterData.after[0]))
    end
    im.Text("Set To: ")
    im.SameLine() im.PushItemWidth(200)
    im.SameLine()
    im.Text(os.date('%Y-%m-%d %H:%M:%S', self._timeUpdaterData.setTo[0]))
      local m = listById[mId]
      im.Text(string.format("%s - %s - %s",os.date('%Y-%m-%d %H:%M:%S', m.date), translateLanguage(m.name, m.name, true), m.id) )
      im.tooltip("Click to remove")
@/lua/ge/extensions/editor/flowgraph/examples.lua
function C:drawSearchInput()
  im.Text("Find: ")
  im.SameLine()
      if not pos2 then
        im.Text(label:sub(pos1))
        break
      elseif pos1 < pos2 then
        im.Text(label:sub(pos1, pos2 - 1))
        im.SameLine()
      if result.info.data.description then
        im.Text(result.info.data.description)
        ui_flowgraph_editor.tooltip(result.info.data.description)
    im.BeginDisabled()
    im.Text("No Results!")
    im.EndDisabled()
@/lua/ge/extensions/gameplay/drift/bounds.lua
    if im.Begin("Drift bounds") then
      im.Text("Is out of bounds : " ..tostring(isOutOfBounds))
    end
@/lua/ge/extensions/util/groundModelDebug.lua
      im.Separator()
      im.Text("Visible")
      im.NextColumn()
      im.NextColumn()
      im.Text("Color")
      im.NextColumn()
      im.NextColumn()
      im.Text("GroundModel")
      im.NextColumn()
      im.Separator()
      im.Text("Color")
      im.NextColumn()
      im.NextColumn()
      im.Text("Tris")
      im.NextColumn()
      im.NextColumn()
      im.Text("GroundModel")
      im.NextColumn()

        im.Text(tostring(v))
        im.NextColumn()
        im.Text(tostring(k))
        im.NextColumn()
        -- im.Separator()
        -- im.Text("Triangles")
        -- im.NextColumn()
        -- im.NextColumn()
        -- im.Text("Object")
        -- im.NextColumn()
        --   -- then the text on top and the other columns
        --   im.Text(string.format("%d (%0.2f%%%%)", body.tris, (body.tris / c.worlds[1].tris) * 100))
        --   im.NextColumn()
        --   im.NextColumn()
        --   im.Text(body.objName .. ' [' .. body.objId .. ']')
        --   im.SameLine()
@/lua/ge/extensions/editor/drivePathEditor.lua
          if vehicle then
            im.Text(string.format('Linked To Vehicle: [%s]', vehicle.name))
          else
        else
          im.Text('Not Linked: [select a vehicle then click link icon]')
        end
      else
        im.Text('')
      end
          im.PushItemWidth(180)
          im.Text(vehicle.name)
          im.tooltip('Select this vehicle.')
          im.SameLine()
          im.Text(string.format('[%s]', linkedSpline.name))
        else
          im.SameLine()
          im.Text('[select a drive path spline then click link icon]')
        end
        im.SameLine()
        im.Text(string.format('[time: %.2fs]', record.getRecordingTime()))
      elseif isPlaying then
        im.SameLine()
        im.Text(string.format('[time: %.2fs]', playback.getPlaybackTime()))
      else
      else
        im.Text('')
      end
@/lua/ge/extensions/gameplay/missions/missionScreen.lua
        im.TableNextColumn()
        im.Text(layout.fileName or "(Not saved as file)")
        headerName = headerName .. " (" .. (layout.mode or "N/A") .. ")"
        im.Text(headerName)
@/lua/ge/extensions/gameplay/drift/scoring.lua
    if im.Begin("Drift score") then
      im.Text(string.format("Score : %i", driftScore.score))
      im.Text(string.format("Cached score : %i", driftScore.cachedScore))
      im.Text(string.format("Score : %i", driftScore.score))
      im.Text(string.format("Cached score : %i", driftScore.cachedScore))
      im.Text(string.format("Potential score : %i", driftScore.potentialScore))
      im.Text(string.format("Cached score : %i", driftScore.cachedScore))
      im.Text(string.format("Potential score : %i", driftScore.potentialScore))
      im.Text(string.format("Combo : %0.2f Combo creep up : %d", driftScore.combo, driftScore.comboCreepup))
      im.Text(string.format("Potential score : %i", driftScore.potentialScore))
      im.Text(string.format("Combo : %0.2f Combo creep up : %d", driftScore.combo, driftScore.comboCreepup))
      im.Text(string.format("Current perfomance factor : %0.2f (%i) | Very good drift score : %0.2f", performanceFactor, steppedPerformanceFactor, veryGoodScore))
      im.Text(string.format("Combo : %0.2f Combo creep up : %d", driftScore.combo, driftScore.comboCreepup))
      im.Text(string.format("Current perfomance factor : %0.2f (%i) | Very good drift score : %0.2f", performanceFactor, steppedPerformanceFactor, veryGoodScore))
        end
        im.Text("Tier : " .. driftTiers[currentTier].name .. " ("..(currentTier)..") Next : " .. nextTierScore .. " points")
      end
        im.BeginChild1("change", im.ImVec2(0, 140), true)
        im.Text("Experiment (CTRL + L to reset):")
        local baseScoreP = im.FloatPtr(scoreOptions.continuousDriftPoints)

        im.Text(string.format("Score added this frame : %0.2f", scoreAddedThisFrame))
        im.Text(string.format("Wall multi this frame : %0.2f", wallMulti))
        im.Text(string.format("Score added this frame : %0.2f", scoreAddedThisFrame))
        im.Text(string.format("Wall multi this frame : %0.2f", wallMulti))
        im.Text(string.format("Speed multi this frame : %0.2f", speedMulti))
        im.Text(string.format("Wall multi this frame : %0.2f", wallMulti))
        im.Text(string.format("Speed multi this frame : %0.2f", speedMulti))
        im.Text(string.format("Angle multi this frame : %0.2f", angleMulti))
        im.Text(string.format("Speed multi this frame : %0.2f", speedMulti))
        im.Text(string.format("Angle multi this frame : %0.2f", angleMulti))
      else
        im.PushStyleColor2(im.Col_Text, imVec4Yellow)
        im.Text("Drift to see scoring information")
        im.PopStyleColor()
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veNodeTriSelfCollisionDetector.lua
    im.SliderFloat('Node Collision Radius', nodeCollisionRadiusPtr, 0.025, 0.1, '%.3f m')
    im.Text("(0.025 m is actual collision radius)")
    end
    im.Text("Results get printed to the console.")
  end
@/lua/ge/extensions/editor/cosimulationSignalEditor.lua
      -- Third party IP and socket.
      im.Text('3rd Party IP/port:')
      im.SameLine()
      -- BeamNG IP and socket.
      im.Text('BeamNG IP/port:')
      im.SameLine()
      -- im.PushItemWidth(85)  -- Set input box width to fit 2-3 digits
      -- im.Text("Logging frequency (sec):")
      -- im.SameLine()  -- Place the input box right after the label
@/lua/ge/extensions/editor/assemblySpline.lua
            if selSpline.kitFolderPath then
              im.Text('[' .. selSpline.kitFolderPath .. ']')
            else
            else
              im.Text('[No assembly kit selected]')
            end
              -- Rigid column headers.
              im.Text("Use")
              im.SameLine()
              im.NextColumn()
              im.Text("Mesh")
              im.SameLine()
              im.NextColumn()
              im.Text("Role")
              im.SameLine()
              im.NextColumn()
              im.Text("Var")
              im.NextColumn()
                  -- Root mesh - no checkbox, just blank column.
                  im.Text("")
                  im.SameLine()

                im.Text("")
                im.NextColumn()
                  im.NextColumn()
                  im.Text("")
                  im.SameLine()
              -- Bridge column headers.
              im.Text("Use")
              im.SameLine()
              im.NextColumn()
              im.Text("Mesh")
              im.SameLine()
              im.NextColumn()
              im.Text("Alias")
              im.SameLine()
              im.NextColumn()
              im.Text("Var")
              im.NextColumn()

                im.Text("")
                im.NextColumn()
                  im.NextColumn()
                  im.Text("")
                  im.SameLine()
            im.TextColored(cols.redB, 'No assembly kit selected.')
            im.Text('Select a folder containing assembly meshes to continue.')
          end
            if not isDistContent then
              im.Text('No variations available in this assembly kit.')
            end
          else
          im.Text('Select an assembly kit first.')
          end
            im.TextColored(cols.greenB, "Spline Is Conformed To Surface")
            im.Text("Terraforming controls are disabled.")
          else
    else
      im.Text("No assembly splines.")
      im.Text("Click the 'Add' button to add one.")
      im.Text("No assembly splines.")
      im.Text("Click the 'Add' button to add one.")
    end
@/lua/ge/extensions/flowgraph/nodes/events/onBeamNGTrigger.lua
  if self.data.filterName ~= "" then
    im.Text("Only:")
    im.Text(self.data.filterName)
    im.Text("Only:")
    im.Text(self.data.filterName)
  end
@/lua/ge/extensions/editor/flowgraph/history.lua
  local goToHistory = nil
  im.Text("Idx")
  im.NextColumn()
  im.NextColumn()
  im.Text("Action")
  im.NextColumn()
      elseif i == self.mgr.currentHistoryIndex then
        im.Text('>' .. tostring(i))
        if im.IsItemClicked() then goToHistory = i end
      else
        im.Text(tostring(i))
        if im.IsItemClicked() then goToHistory = i end
@/lua/ge/extensions/flowgraph/nodes/util/ghost.lua
  builder:Middle()
  im.Text("Former node type: " .. self.formerNodeType)
  if im.Button("Dump ghost data") then
@/lua/ge/extensions/render/openxr.lua
    changed = im.Checkbox("Display user interface (CEF)", M.openXRuiEnabled) or changed
    im.Text("   ") im.SameLine()
    --changed = im.Combo2("Anchor##openXRuiMode", M.openXRuiMode, "Room\0Head\0Vehicle (NI)\0Level (NI)\0") or changed -- hide not implemented modes for now
    im.Separator()
    im.Text("System name: \"%s\"", M.state.systemName)
    im.Text("   Rendered resolution: %.0fx%.0f", M.state.renderedWidth, M.state.renderedHeight)
    im.Text("System name: \"%s\"", M.state.systemName)
    im.Text("   Rendered resolution: %.0fx%.0f", M.state.renderedWidth, M.state.renderedHeight)
    im.Text("   Recommended resolution: %.0fx%.0f", M.state.recommendedWidth, M.state.recommendedHeight)
    im.Text("   Rendered resolution: %.0fx%.0f", M.state.renderedWidth, M.state.renderedHeight)
    im.Text("   Recommended resolution: %.0fx%.0f", M.state.recommendedWidth, M.state.recommendedHeight)
    im.Text("   Supported resolution: %.0fx%.0f", M.state.supportedWidth, M.state.supportedHeight)
    im.Text("   Recommended resolution: %.0fx%.0f", M.state.recommendedWidth, M.state.recommendedHeight)
    im.Text("   Supported resolution: %.0fx%.0f", M.state.supportedWidth, M.state.supportedHeight)
    im.Text("   Supported layers: %.0f", M.state.supportedLayers)
    im.Text("   Supported resolution: %.0fx%.0f", M.state.supportedWidth, M.state.supportedHeight)
    im.Text("   Supported layers: %.0f", M.state.supportedLayers)
    im.Text("   XrSessionState = \"%s\"", M.state.sessionState)
    im.Text("   Supported layers: %.0f", M.state.supportedLayers)
    im.Text("   XrSessionState = \"%s\"", M.state.sessionState)
    im.Text("FOV: left %.3fx%.2f, right %.3fx%.2f (rendered)", M.state.fov0hz, M.state.fov0vt, M.state.fov1hz, M.state.fov1vt)
    im.Text("   XrSessionState = \"%s\"", M.state.sessionState)
    im.Text("FOV: left %.3fx%.2f, right %.3fx%.2f (rendered)", M.state.fov0hz, M.state.fov0vt, M.state.fov1hz, M.state.fov1vt)
    im.Text("IPD: %.3f mm", M.state.ipd * 1000)
    im.Text("FOV: left %.3fx%.2f, right %.3fx%.2f (rendered)", M.state.fov0hz, M.state.fov0vt, M.state.fov1hz, M.state.fov1vt)
    im.Text("IPD: %.3f mm", M.state.ipd * 1000)
    im.Text("Hand separation: %.3f m", M.state.handSeparation)
    im.Text("IPD: %.3f mm", M.state.ipd * 1000)
    im.Text("Hand separation: %.3f m", M.state.handSeparation)
@/lua/ge/extensions/editor/driftDataEditor.lua
    im.BeginChild1("element select", im.GetContentRegionAvail(), 1)
    im.Text("Drift Stunt Zones:")
    for i, elem in ipairs(driftData.stuntZones) do
      if im.Begin("Raw drift spot's data") then
        im.Text(dumps(currDriftSpots[selectedDriftSpotId]))
        im.End()
    end
    im.Text("Drift spot's path")
    im.SameLine()
    end
    im.Text("Drift spot's bounds")
    im.SameLine()
    for lineName, lineData in pairs(currDriftSpots[selectedDriftSpotId].spatialInfo.lines) do
      im.Text(lineName)
      im.Dummy(im.ImVec2(1, 5))
      local scl = (x+y+z)/2
      im.Text("Drift detection box")
      debugDrawer:drawTextAdvanced(vec3(lineData.pos), String(lineName), whiteColorF, true, false, blackColorI)

      im.Text("Start dir")
      debugDrawer:drawTextAdvanced(lineData.startDir + lineData.pos, "Start dir", whiteColorF, true, false, blackColorI)
      im.Dummy(im.ImVec2(1, 10))
      im.Text("Marker Objects")
      if not lineData.markerObjects then lineData.markerObjects = {} end
      local info = currDriftSpots[selectedDriftSpotId].info
      im.Text("Spot Name:")
      im.SameLine()

      im.Text("Big map TP:")
      local x, y, z = currDriftSpots[selectedDriftSpotId].spatialInfo.bigMapTp.rot * vec3(1,0,0), currDriftSpots[selectedDriftSpotId].spatialInfo.bigMapTp.rot * vec3(0,1,0), currDriftSpots[selectedDriftSpotId].spatialInfo.bigMapTp.rot * vec3(0,0,1)
      im.Separator()
      im.Text("Objectives")

        im.Text(objective.id .. " score:")
        im.SameLine()
    else
      im.Text("Please load a level to work with the drift editor")
    end
@/lua/ge/extensions/flowgraph/manager.lua
    if data.text then
      --  im.Text(data.text)
    end
@/lua/ge/extensions/flowgraph/nodes/math/smoothers/nonLinear.lua
  if self.smoother then
    im.Text("%0.4f", self.smoother.state)
  end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veVehicleSpawner.lua

    im.Text("# of Vehicles: " .. #vehsList)
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua
  if editor.beginWindow(resetLayoutsWindowName, resetLayoutsWindowTitle) then
    im.Text("This will delete all window layouts files and set the Default factory layout.")
    if im.Button("Continue") then
@/lua/ge/extensions/editor/sitesEditor/parkingSpots.lua
    im.SameLine()
    im.Text("Direction")
    if im.SliderInt("Amount of Spots", self.multiSpotData.spotAmount, 1, 25) then
@/lua/ge/extensions/editor/mapSensorEditor.lua
    if im.BeginPopupModal("Python Code", nil, im.WindowFlags_AlwaysAutoResize) then
      im.Text("You can use this code to recreate the configuration in BeamNGpy:")
      im.InputTextMultiline("##pythonCode", pythonCodePtr, pythonCodeLen, im.ImVec2(1200, 400))
@/lua/ge/extensions/editor/camPathEditor.lua
  -- FOV controls at the top
  im.Text('FOV:')
  im.SameLine()
                im.Separator()
        im.Text('Vehicle Tracking Offset')
        im.PushItemWidth(-1)
    im.Separator()
    im.Text('Timing Controls')
    if im.BeginPopupModal('Speed Settings', nil, im.WindowFlags_AlwaysAutoResize) then
      im.Text('Target Speed (units per second):')
      local speed = im.FloatPtr(10.0) -- Default speed
      markerPosition[2] = marker.pos.z
      im.Text('Marker Position')
      im.PushItemWidth(-1) -- Use full available width
      local editEnded = im.BoolPtr(false)
      im.Text('Global Time')
      im.PushItemWidth(halfWidth)
      end
      im.Text('Time to Next')
      im.PushItemWidth(halfWidth)
      -- FOV
      im.Text('Field of View')
      im.PushItemWidth(paramWidth)
      -- Position Smoothing
      im.Text('Position Smoothing')
      im.PushItemWidth(paramWidth)
        im.Spacing()
        im.Text('Bullet Time')
        im.PushItemWidth(paramWidth)
      -- Behavior options
      im.Text('Behavior Options')

    im.Text('Selected Path: ')
    im.SameLine()
      if linkReplay[0] then
        im.Text('Replay File:')
        im.SameLine()
        im.SetCursorPosX(x_position)
        im.Text(text)
          im.Separator()
          im.Text('Replay Controls')
      im.BeginChild1('M.currentPath', im.ImVec2(0, im.GetFontSize() * 6 * im.uiscale[0]), im.WindowFlags_ChildWindow)
      im.Text('Current Path')
      -- Path Controls with responsive layout
      im.Text('Path Controls')
      local avail = im.GetContentRegionAvail()
@/lua/ge/extensions/editor/missionEditor/progressMulti.lua
      for _, c in pairs(missionData) do
        im.Text(c.text)
        im.TableNextColumn()
@/lua/ge/extensions/flowgraph/nodes/states/stateNode.lua
    self.name = self.targetGraph.name
    im.Text(self.targetGraph.name)
    if self.targetGraph.isStateGraph then
    if self.targetGraph.isStateGraph then
      im.Text("Groupstate")
      --self.color = ufe.nodeColors.groupstate
  else
    im.Text("No Target")
    self.description = "No Target."
@/lua/ge/extensions/flowgraph/nodes/debug/comment.lua
  im.Columns(2)
  im.Text("Title")
  im.NextColumn()

  im.Text("Alpha")
  im.NextColumn()

  im.Text("Background")
  im.NextColumn()
  im.NextColumn()
  im.Text("Border")
  im.NextColumn()
  im.NextColumn()
  im.Text("Text")
  im.NextColumn()
  im.NextColumn()
  im.Text("Simple")
  im.NextColumn()
  if not self.simple[0] then
    im.Text("Move Mode")
    im.NextColumn()
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/arrive.lua
  builder:Middle()
  im.Text("State: "..self.durationState)
  im.Text("Command sent: "..(self.sentCommand and 'yes' or 'no'))
  im.Text("State: "..self.durationState)
  im.Text("Command sent: "..(self.sentCommand and 'yes' or 'no'))
end
@/lua/ge/extensions/editor/flowgraph/legend.lua
      if im.BeginTabItem(item.name..'##'..item.id, item.open) then
        im.Text(item.name .. cp)
        im.EndTabItem()
  im.EndTabBar()
  im.Text(dumps(itms))
@/lua/ge/extensions/editor/veMain.lua
  else
    im.Text("FPS: %.0f", fps)
  end
  if metrics["FramePresent"] < 0.3 then
    im.Text("GpuWait: %.1f", metrics["FramePresent"])
  elseif metrics["FramePresent"] < 1 or fps > 30 then
  end
  im.Text("Poly: "..getConsoleVariable("$GFXDeviceStatistics::polyCount"))
end
@/lua/ge/extensions/ui/gameplayAppContainers.lua
    for containerId, container in pairs(appContainersById) do
      im.Text("Container: " .. containerId)
      local visibleApps = getVisibleApps(containerId)
      im.Text("Visible Apps: " .. #visibleApps .. "/" .. tableSize(container.apps))
      -- Show individual app controls
      im.Text("App Controls:")
      for _, appId in ipairs(tableKeysSorted(container.apps)) do
        im.SameLine()
        im.Text(isVisible and "✓" or "✗")
      end
        im.Separator()
        im.Text("Flash Message Testing:")
        im.Separator()
        im.Text("Flash Message Queue State:")
        im.Text("Queue Size: " .. #flashMessageQueue)
        im.Text("Flash Message Queue State:")
        im.Text("Queue Size: " .. #flashMessageQueue)
        im.Text("Current Message: " .. (currentMessage and "Active" or "None"))
        im.Text("Queue Size: " .. #flashMessageQueue)
        im.Text("Current Message: " .. (currentMessage and "Active" or "None"))
        if currentMessage then
          im.Text(string.format("Timer: %.2f / %.2f", currentMessage.timer, currentMessage.duration))
          local remaining = currentMessage.duration - currentMessage.timer
          local remaining = currentMessage.duration - currentMessage.timer
          im.Text(string.format("Remaining: %.2f seconds", remaining))
          im.Text("Source: " .. currentMessage.source)
          im.Text(string.format("Remaining: %.2f seconds", remaining))
          im.Text("Source: " .. currentMessage.source)
          if currentMessage.data and currentMessage.data[1] then
          if currentMessage.data and currentMessage.data[1] then
            im.Text("Text: " .. tostring(currentMessage.data[1][1]))
          end
        if #flashMessageQueue > 0 then
          im.Text("Queued Messages:")
          for i, msg in ipairs(flashMessageQueue) do
            local text = (msg.data and msg.data[1] and msg.data[1][1]) or "Unknown"
            im.Text(string.format("  %d. [%s] %.1fs: %s", i, msg.source, msg.duration, text))
          end
      if #visibleApps > 0 then
        im.Text("Currently Visible:")
        for _, appId in ipairs(visibleApps) do
@/lua/ge/extensions/editor/missionStartPositionEditor.lua
              im.BeginTooltip()
              im.Text("Mission: " .. mission.id)
              im.Text("Type: " .. mission.missionType)
              im.Text("Mission: " .. mission.id)
              im.Text("Type: " .. mission.missionType)
              if mission.name then
              if mission.name then
                im.Text("Name: " .. mission.name)
              end
  if not selectedMission then
    im.Text("No mission selected")
    return

  im.Text("Mission: " .. selectedMission.id)
  im.Separator()
  if startPos then
    im.Text(string.format("Start Position: %.2f, %.2f, %.2f", startPos.x, startPos.y, startPos.z))
  end
    im.BeginTooltip()
    im.Text(string.format("%d missions within 10m", #nearbyMissions))
    im.EndTooltip()
@/lua/ge/extensions/editor/mainToolbar.lua
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("New Level") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Open Level") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Save Level") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Undo") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Redo") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Cut") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Copy") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Paste") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Editor Preferences") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Enable driving the vehicle in editor") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Translate (Key 1)") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Rotate (Key 2)") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Scale (Key 3)") im.EndTooltip() end
  im.SameLine()
  if im.IsItemHovered() then im.BeginTooltip()
    if alignment == 0 then im.Text("World Coordinates (Key 4)") end
    if alignment == 1 then im.Text("Local Coordinates (Key 4)") end
    if alignment == 0 then im.Text("World Coordinates (Key 4)") end
    if alignment == 1 then im.Text("Local Coordinates (Key 4)") end
    im.EndTooltip()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Grid Snap. Right Click for options") im.EndTooltip() end
  im.SameLine()
  end
  if im.IsItemHovered() then im.BeginTooltip() im.Text("Rotate Snap") im.EndTooltip() end
  im.SameLine()

    if im.IsItemHovered() then im.BeginTooltip() im.Text("Select Edit Mode Set") im.EndTooltip() end
        local selectedModesCount = selectedModesList and #selectedModesList or 0
        im.Text("Available Modes (" .. (allModesCount - selectedModesCount) .. ")")
      else
      else
        im.Text("Available Modes")
      end
      end
      if im.IsItemHovered() then im.BeginTooltip() im.Text("Deselect all available modes") im.EndTooltip() end
      if not anyModeSelected then im.EndDisabled() end
        if selectedSetIndex >= 2 then
          im.Text("Selected Modes (" .. #selectedModesList .. ")")
        else
        else
          im.Text("Selected Modes")
        end
          if canMoveUpEnabled then
            im.Text("Move selected modes up")
          else
          else
            im.Text("Select continuous items to move up")
          end
          if canMoveDownEnabled then
            im.Text("Move selected modes down")
          else
          else
            im.Text("Select continuous items to move down")
          end
        end
        if im.IsItemHovered() then im.BeginTooltip() im.Text("Deselect all selected modes") im.EndTooltip() end
        if not hasSelectedSelected then im.EndDisabled() end
            im.BeginTooltip()
            im.Text(val.iconTooltip)
            im.EndTooltip()
            im.BeginTooltip()
            im.Text(val.iconTooltip)
            im.EndTooltip()
@/lua/ge/extensions/editor/missionEditor/layers.lua
  for i, layer in ipairs(self.mission.layers) do
    --im.Text('#'..i)
    if i == 1 then im.Text("Checked First") end
    --im.Text('#'..i)
    if i == 1 then im.Text("Checked First") end
    if i == #self.mission.layers then im.Text("Checked Last") end
    if i == 1 then im.Text("Checked First") end
    if i == #self.mission.layers then im.Text("Checked Last") end
    im.NextColumn()
@/lua/ge/extensions/editor/crawlEditor/trails.lua
  if #allTrails == 0 then
    im.Text("No trails available")
  end

  im.Text("Trail Details")
  im.Separator()
  -- Name
  im.Text("Name")
  editEnded[0] = false
  im.Separator()
  im.Text("File Name")
  im.SameLine()
  -- Description
  im.Text("Description")
  editEnded[0] = false
  im.Separator()
  im.Text("Mission Properties")
  if self.isFromMission[0] then
    im.Text("Mission Name: " .. (trail._fileName or "unnamed"))
    im.TextColored(im.ImVec4(0.7, 0.7, 0.7, 1), "(Same as trail name)")
  im.Separator()
  im.Text("Thumbnail")
  im.SameLine()
  -- Preview
  im.Text("Preview")
  im.SameLine()
  -- Path selection
  im.Text("Path:")
  local allPaths = gameplay_crawl_saveSystem.getAllPaths()
  -- Boundary selection
  im.Text("Boundary:")
  local allBoundaries = gameplay_crawl_saveSystem.getAllBoundaries()
    im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Mission Trail")
    im.Text("This trail is from a mission.")
    im.Separator()
  -- Starting Position selection
  im.Text("Starting Position:")
    im.Separator()
    im.Text("Reversed Starting Position:")
  im.Separator()
  im.Text("Prefabs:")
  if not trail.prefabs then
  for i, prefabFileName in ipairs(trail.prefabs) do
    im.Text(string.format("Prefab %d:", i))
    im.SameLine()
  im.Separator()
  im.Text("Rules:")
  if not trail.rules then
@/lua/ge/extensions/flowgraph/nodes/util/pushActionMap.lua
  if self.mapName then
    im.Text(self.mapName .. " pushed.")
  end
@/lua/ge/extensions/editor/rallyEditor/static.lua
  im.HeaderText("System Pacenotes")
  im.Text("These are special pacenotes for internal use.")
  -- im.Text("Edit /lua/ge/extensions/gameplay/rally/notebook/systemPacenotes.lua to add new system pacenotes.")
  im.Text("These are special pacenotes for internal use.")
  -- im.Text("Edit /lua/ge/extensions/gameplay/rally/notebook/systemPacenotes.lua to add new system pacenotes.")
    im.TextColored(im.ImVec4(1.0, 1.0, 0.0, 1.0), "System Pacenotes are only available for rallyStage missions.")
    im.Text("Current mission type: " .. (self.path:getMissionType() or "unknown"))
    return
  if lang then
    im.Text("Compositor: " .. lang)
    im.tooltip("System pacenotes are loaded from:\n/lua/ge/extensions/gameplay/rally/compositors/"..lang.."/compositor.lua")

  im.Text("Name")
  -- im.SetColumnWidth(0, 130*im.uiscale[0])

  im.Text("Weight")
  -- im.SetColumnWidth(1, 100*im.uiscale[0])

  im.Text("Note Text")
  -- im.SetColumnWidth(2, 400*im.uiscale[0])

  im.Text("Files")
  -- im.SetColumnWidth(3, 400*im.uiscale[0])
    for i,variant in ipairs(variants) do
      im.Text(name..'_'..tostring(i))
      im.NextColumn()

      im.Text(tostring(variant.weight or 'auto'))
      im.NextColumn()

      im.Text(variant.text)
      im.NextColumn()
  --   for _,spn in ipairs(self.path:getSystemPacenotes()) do
  --     im.Text(spn.name)
  --     im.NextColumn()

  --     im.Text(tostring(spn.metadata.weight or 'auto'))
  --     im.NextColumn()
  --     end
  --     im.Text(noteText)
  --     im.NextColumn()

  --       im.Text('[')
  --       im.SameLine()
  --       im.SameLine()
  --       im.Text(codriver.name)
  --       im.SameLine()
  --       im.SameLine()
  --       im.Text(']')
  --     end
  --   for lang,langData in pairs(spn.notes) do
  --     im.Text(spn.name)
  --     im.NextColumn()

  --     im.Text(lang)
  --     im.NextColumn()

  --     im.Text(langData.note.freeform)
  --     im.NextColumn()

  --       im.Text('[')
  --       im.SameLine()
  --       im.SameLine()
  --       im.Text(codriver.name)
  --       im.SameLine()
  --       im.SameLine()
  --       im.Text(']')
  --       im.SameLine()

  --     -- im.Text(fname)
  --     im.NextColumn()
@/lua/ge/extensions/editor/api/genericInspector.lua
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.5, 0, 1))
    imgui.Text("")
    imgui.PopStyleColor()
@/lua/ge/extensions/editor/createObjectTool.lua
    end
    if imgui.IsItemHovered() then imgui.BeginTooltip() imgui.Text(item.name) imgui.EndTooltip() end
    if not editor.getPreference("createObjectTool.general.verticalToolbar") then

      if imgui.IsItemHovered() then imgui.BeginTooltip() imgui.Text(item.title) imgui.EndTooltip() end
      if not editor.getPreference("createObjectTool.general.verticalToolbar") then
@/lua/ge/extensions/editor/cameraBookmarks.lua
  if editor.beginWindow(toolWindowName, "Camera Bookmarks") then
    imgui.Text("New bookmark name:")
    local addMark = imgui.InputText("##newBookmarkName", newBookmarkName, imgui.ArraySize(newBookmarkName), imgui.InputTextFlags_EnterReturnsTrue)
@/lua/ge/extensions/editor/sensorConfigurationEditor.lua
      if im.BeginPopupModal("Python Code", nil, im.WindowFlags_AlwaysAutoResize) then
        im.Text("You can use this code to recreate the configuration in BeamNGpy:")
        im.InputTextMultiline("##pythonCode", pythonCodePtr, pythonCodeLen, im.ImVec2(1200, 400))
  im.TextColored(gray, "Waiting for sensor data...")
  im.Text("Make sure the vehicle is active and the sensor is live.")
end
    im.Spacing()
    im.Text("Forward/Backward")
    im.PlotLines1("##forward/backward", plotData.accX, plotLen, nextOffset, string.format("%+7.2f m/s²", plotData.lastAccX), FLT_MAX, FLT_MAX, plotSize)
    im.PlotLines1("##forward/backward", plotData.accX, plotLen, nextOffset, string.format("%+7.2f m/s²", plotData.lastAccX), FLT_MAX, FLT_MAX, plotSize)
    im.Text("Right/Left")
    im.PlotLines1("##right/left", plotData.accY, plotLen, nextOffset, string.format("%+7.2f m/s²", plotData.lastAccY), FLT_MAX, FLT_MAX, plotSize)
    im.PlotLines1("##right/left", plotData.accY, plotLen, nextOffset, string.format("%+7.2f m/s²", plotData.lastAccY), FLT_MAX, FLT_MAX, plotSize)
    im.Text("Up/Down")
    im.PlotLines1("##up/down", plotData.accZ, plotLen, nextOffset, string.format("%+7.2f m/s²", plotData.lastAccZ), FLT_MAX, FLT_MAX, plotSize)
    im.Spacing()
    im.Text("Pitch")
    im.PlotLines1("##angVelX", plotData.angVelX, plotLen, nextOffset, string.format("%+7.3f rad/s", plotData.lastAngVelX), FLT_MAX, FLT_MAX, plotSize)
    im.PlotLines1("##angVelX", plotData.angVelX, plotLen, nextOffset, string.format("%+7.3f rad/s", plotData.lastAngVelX), FLT_MAX, FLT_MAX, plotSize)
    im.Text("Roll")
    im.PlotLines1("##angVelY", plotData.angVelY, plotLen, nextOffset, string.format("%+7.3f rad/s", plotData.lastAngVelY), FLT_MAX, FLT_MAX, plotSize)
    im.PlotLines1("##angVelY", plotData.angVelY, plotLen, nextOffset, string.format("%+7.3f rad/s", plotData.lastAngVelY), FLT_MAX, FLT_MAX, plotSize)
    im.Text("Yaw")
    im.PlotLines1("##angVelZ", plotData.angVelZ, plotLen, nextOffset, string.format("%+7.3f rad/s", plotData.lastAngVelZ), FLT_MAX, FLT_MAX, plotSize)
  im.Spacing()
  im.Text(string.format("Range: %.2f m - %.2f m", minDist, maxDist))
  im.Spacing()
  if currentDist then
    im.Text(string.format("Current: %.2f m", currentDist))
    im.Spacing()
        im.TextColored(greenB, 'Ideal RADAR Sensor:')
        im.Text("Including this sensor will provide info about")
        im.Text("the closest vehicles in range, such as:")
        im.Text("Including this sensor will provide info about")
        im.Text("the closest vehicles in range, such as:")
        im.Text("vehicle position, velocity and acceleration.")
        im.Text("the closest vehicles in range, such as:")
        im.Text("vehicle position, velocity and acceleration.")
        im.Dummy(im.ImVec2(5, 0))
        im.TextColored(greenB, 'Local Road Info Sensor:')
        im.Text("Including this sensor will provide info about")
        im.Text("the nearby road layout to the vehicle, such as:")
        im.Text("Including this sensor will provide info about")
        im.Text("the nearby road layout to the vehicle, such as:")
        im.Text("relative distances to centerline and road edges,")
        im.Text("the nearby road layout to the vehicle, such as:")
        im.Text("relative distances to centerline and road edges,")
        im.Text("local road heading and curvature, spline data.")
        im.Text("relative distances to centerline and road edges,")
        im.Text("local road heading and curvature, spline data.")
        im.Dummy(im.ImVec2(5, 0))
        im.TextColored(greenB, 'Powertrain Info Sensor:')
        im.Text("Including this sensor will provide info about")
        im.Text("the vehicle powertrain, such as:")
        im.Text("Including this sensor will provide info about")
        im.Text("the vehicle powertrain, such as:")
        im.Text("torque values, electric devices, etc.")
        im.Text("the vehicle powertrain, such as:")
        im.Text("torque values, electric devices, etc.")
        im.Dummy(im.ImVec2(5, 0))
        im.TextColored(greenB, 'Mesh Distribution Info Sensor:')
        im.Text("Including this sensor will provide quantities:")
        im.Text("force, stress, mass and velocity, distributed:")
        im.Text("Including this sensor will provide quantities:")
        im.Text("force, stress, mass and velocity, distributed:")
        im.Text("across the vehicle mesh (nodes and beams).")
        im.Text("force, stress, mass and velocity, distributed:")
        im.Text("across the vehicle mesh (nodes and beams).")
        im.Text("The mesh  geometry is also available.")
        im.Text("across the vehicle mesh (nodes and beams).")
        im.Text("The mesh  geometry is also available.")
        im.Dummy(im.ImVec2(5, 0))
@/lua/ge/extensions/editor/util/zoneSelectorUtil.lua
    im.Separator()
    im.Text("Initial Zones (where player can spawn):")
      for i, zoneName in ipairs(e.initialZones) do
        im.Text(zoneName)
        im.SameLine()
    im.Separator()
    im.Text("Destination Zones (where player can get destinations):")
      for i, zoneName in ipairs(e.destinationZones) do
        im.Text(zoneName)
        im.SameLine()
    im.Separator()
    im.Text("Selected: " .. #e.initialZones .. " initial zone(s), " .. #e.destinationZones .. " destination zone(s)")
@/lua/ge/extensions/editor/dragRaceEditor/dragSettings.lua
M.drawSettingsList = function()
  im.Text("Drag Settings:")
  im.SameLine()

  im.Text("Settings Details")
  im.Separator()

  im.Text("File: " .. settingsFile.name)
  im.Text("Type: " .. settingsFile.type)
  im.Text("File: " .. settingsFile.name)
  im.Text("Type: " .. settingsFile.type)
  im.Text("Path: " .. settingsFile.path)
  im.Text("Type: " .. settingsFile.type)
  im.Text("Path: " .. settingsFile.path)

  im.Text("Can Be Reset: ")
  im.SameLine()

  im.Text("Can Be Teleported: ")
  im.SameLine()

  im.Text("Context: ")
  im.SameLine()

  im.Text("Drag Type: ")
  im.SameLine()

  im.Text("Strip ID: ")
  im.SameLine()

  im.Text("Facility ID: ")
  im.SameLine()
  im.Separator()
  im.Text("Phases:")
    im.Separator()
    im.Text("Phase Details:")
    -- Phase Name
    im.Text("Name:")
    im.SameLine()
    -- Started Offset
    im.Text("Started Offset:")
    im.SameLine()
  im.Separator()
  im.Text("Prefabs:")
  -- Christmas Tree
  im.Text("Christmas Tree:")
  im.SameLine()
    im.SameLine()
    im.Text("Type:")
    im.SameLine()
    im.NewLine()
    im.Text("Prefab Path:")
    im.SameLine()
  -- Display Sign
  im.Text("Display Sign:")
  im.SameLine()
    im.NewLine()
    im.Text("Prefab Path:")
    im.SameLine()
  -- Paths
  im.Text("Paths:")
  im.SameLine()
    im.NewLine()
    im.Text("Prefab Path:")
    im.SameLine()
  -- Decorations
  im.Text("Decorations:")
  im.SameLine()
    im.NewLine()
    im.Text("Prefab Path:")
    im.SameLine()
  im.BeginChild1("dragSettings", im.ImVec2(0, 200), true)
  im.Text("Drag Settings")
  im.Separator()

  im.Text("Can Be Reset: ")
  im.SameLine()

  im.Text("Can Be Teleported: ")
  im.SameLine()

  im.Text("Context: ")
  im.SameLine()

  im.Text("Drag Type: ")
  im.SameLine()

  im.Text("Facility ID: ")
  im.SameLine()

  im.Text("Strip ID: ")
  im.SameLine()
  im.BeginChild1("prefabs", im.ImVec2(0, 200), true)
  im.Text("Prefabs")
  im.Separator()
  local function drawPrefabHelper(label, prefabType)
    im.Text(label)
    im.SameLine()
    im.PushItemWidth(80)
    im.Text("Tree Type: ")
    im.SameLine()
  im.BeginChild1("phases", im.ImVec2(0, 150), true)
  im.Text("Race Phases")
  im.Separator()
  for i, p in ipairs(dragSettings.phases) do
    im.Text(i .. ". " .. p.name)
    im.SameLine()
@/lua/ge/extensions/flowgraph/nodes/states/transition.lua
  builder:Middle()
  im.Text(self.transitionName or "No Transition!")
  --im.BeginChild1("child",im.ImVec2(self.sliderWidth[0],50), true)
@/lua/ge/extensions/flowgraph/nodes/ui/selectButtons.lua
  im.Columns(2, "layoutColumns")
  im.Text("Button count")
  im.NextColumn()
@/lua/ge/extensions/editor/levelValidator.lua
          im.SameLine()
          im.Text("|")
          im.SameLine()
          im.NextColumn()
          im.Text("" .. (logItem.uniqueErrorCode or ""))
          im.NextColumn()
          im.NextColumn()
          im.Text(logItem.origin or "")
          im.NextColumn()
          im.NextColumn()
          im.Text(object and (object:getName() or "No Name") or "")
          im.NextColumn()
          im.NextColumn()
          im.Text(logItem.filename or "")
          im.NextColumn()
          im.NextColumn()
          im.Text("" .. (logItem.lineNumber or ""))
          im.NextColumn()
@/lua/ge/extensions/flowgraph/nodes/ui/endStats.lua
  im.Columns(2, "layoutColumns")
  im.Text("Count")
  im.NextColumn()
@/lua/ge/extensions/flowgraph/nodes/types/transform.lua
  im.SetColumnWidth(0, 70)
  im.Text("Display")
  im.NextColumn()

  im.Text("Position")
  im.NextColumn()
  im.NextColumn()
  im.Text("Rotation")
  im.NextColumn()
  im.NextColumn()
  im.Text("Scale")
  im.NextColumn()
  im.NextColumn()
  im.Text("Color")
  im.NextColumn()
  else
    im.Text("Select single object to copy from")
  end
@/lua/ge/extensions/flowgraph/nodes/scene/storeStatics.lua
  table.sort(sortedObjectIds)
  im.Text(#sortedObjectIds .. " Objects Selected.")
  if #sortedObjectIds == 0 then
  im.SetColumnWidth(1, 90)
  im.Text("#")
  im.NextColumn()
  im.NextColumn()
  im.Text("Spawned")
  im.NextColumn()
  im.NextColumn()
  im.Text("Shape")
  im.NextColumn()
    else
      im.Text(""..i)
    end
    local dir, filename, ext = path.split(e.shapeName)
    im.Text(filename)
    if im.IsItemHovered() and editor_flowgraphEditor.allowTooltip then
@/lua/ge/extensions/editor/gen/exp_solidflex.lua
            im.PopStyleColor()
--            im.Text('HELLO_'..wlabel)
--            im.Separator()
@/lua/ge/extensions/tech/cameraPreview.lua
  if cam.size.x ~= cam.displaySize.x or cam.size.y ~= cam.displaySize.y then
    im.Text('Camera resolution: (%d, %d), Display size: (%d, %d)', cam.size.x, cam.size.y, cam.displaySize.x, cam.displaySize.y)
  else
  else
    im.Text('Camera resolution: (%d, %d)', cam.size.x, cam.size.y, cam.displaySize.x, cam.displaySize.y)
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/followWaypoints.lua
  builder:Middle()
  im.Text('State: ' .. tostring(self.durationState))
  if self.durationState ~= 'inactive' then
    if not self.aiPath or not self.aiPath[1] then
      im.Text('No path found!')
    else
    else
      im.Text('# of Waypoints: ' .. #self.aiPath)
      im.Text('Final Target: ' .. self.pinOut.finalWp.value)
      im.Text('# of Waypoints: ' .. #self.aiPath)
      im.Text('Final Target: ' .. self.pinOut.finalWp.value)
    end
@/lua/ge/extensions/editor/flowgraph/properties.lua
      else
        im.Text(tostring(k))
      end
    end
    im.Text(item.customName or item.name)
    if editor.getPreference("flowgraph.debug.displayIds") then
  if item.targetID and editor.getPreference("flowgraph.debug.displayIds") then
    im.Text("targetID: " .. item.targetID)
  end
      if pin.direction == 'in' then
        im.Text("Name")
        im.NextColumn()
        if pin.fixed then
          im.Text(pin.name) im.tooltip("Fixed pins name can't be changed.")
        else
          else
            im.Text("Multi-Type. TBD")
          end
        im.NextColumn()
        im.Text("Value")
        im.NextColumn()
      if pin.direction == 'out' then
        im.Text("Name")
        im.NextColumn()
        if pin.fixed then
          im.Text(pin.name) im.tooltip("Fixed pins name can't be changed.")
        else
          else
            im.Text("Multi-Type. TBD")
          end
        im.NextColumn()
        im.Text("Value")
        im.NextColumn()
  im.SetColumnWidth(0,90 * im.uiscale[0])
  im.Text("Name:")
  im.NextColumn()

  im.Text("Description: ")
  im.NextColumn()
  --if graph.type ~= "graph" then
    im.Text("Type:")
    im.NextColumn()
    im.NextColumn()
    im.Text("" .. graph.type)
    if graph.isStateGraph then
      im.SameLine()
      im.Text(" (State Graph)")
    end
  if editor.getPreference("flowgraph.debug.displayIds") then
    im.Text("ID: ")
    im.NextColumn()
    im.NextColumn()
    im.Text("" .. graph.id)
    im.NextColumn()
    if graph.type == "instance" then
      im.Text("Macro ID: ")
      im.NextColumn()
      im.NextColumn()
      im.Text("" .. (graph.macroID and graph.macroID or 'nil'))
      im.NextColumn()
  if #graph:getChildren() > 0 then
    im.Text("Children: ")
    im.NextColumn()
    for i, c in ipairs(graph:getChildren()) do
      im.Text(c.name)
      if im.IsItemClicked() then
  --if graph.parentId then
    im.Text("Parent: ")
    im.NextColumn()
    if graph.parentId == nil then
      im.Text("-")
    else
    else
      im.Text(graph:getParent().name)
    end
    if self.mgr.allowEditing then
      im.Text("Actions:")
      im.NextColumn()
        im.NextColumn()
        im.Text("Macro Tags:")
        im.NextColumn()
      if graph.viewPos ~= nil then
        im.Text("ViewPos:")
        im.NextColumn()
        local viewPos = im.ImVecPtrDeref(graph.viewPos)
        im.Text(string.format("%0.1f / 0.1f", viewPos.x, viewPos.y))
        im.NextColumn()
      if graph.viewZoom and graph.viewZoom[0] ~= nil then
        im.Text("ViewZoom:")
        im.NextColumn()
        im.NextColumn()
        im.Text(string.format("%0.1f", graph.viewZoom[0]))
        im.NextColumn()
@/lua/ge/extensions/editor/masterSpline.lua
            im.TextColored(cols.greenB, "Spline Is Conformed To Surface")
            im.Text("Terraforming controls are disabled.")
          else
      if not selSpline then
        im.Text("No master splines.")
        im.Text("Click the 'Add' button to add one.")
        im.Text("No master splines.")
        im.Text("Click the 'Add' button to add one.")
      end
@/lua/ge/extensions/editor/missionPlaybook/attributeViewer.lua
      im.Columns(4)
      im.Text("Key") im.NextColumn()
      im.Text("Value")   im.NextColumn()
      im.Text("Key") im.NextColumn()
      im.Text("Value")   im.NextColumn()
      im.Text("Tier")   im.NextColumn()
      im.Text("Value")   im.NextColumn()
      im.Text("Tier")   im.NextColumn()
      im.Text("Change") im.Separator() im.NextColumn()
      im.Text("Tier")   im.NextColumn()
      im.Text("Change") im.Separator() im.NextColumn()
      local prevData = book.results[book.page-1]
      for _, key in ipairs(sortedKeys) do
        im.Text(key)
        im.NextColumn()
        im.NextColumn()
        im.Text(tostring(data.attributes[key].value))
        im.NextColumn()
          else
            im.Text(txt)
          end
@/lua/ge/extensions/editor/raceEditor/trackLayout.lua
  local classification = self.path:classify()
  im.Text("Classification:") im.tooltip("These fields show you how your track is classified. The values depend on your track layout\nas well as what values you have set for the fields above.")
  self:displayClassification(classification, "Reversible: ", 'reversible', "If the track can be reversed. Possible if both the Default Starting Position\nand Reverse Starting Positions are set, as well as the End Node for open tracks.")
  local cpx = im.GetCursorPosX()
  im.Text(name) im.SameLine() im.SetCursorPosX(cpx + 90) im.tooltip(tt or "")
  if classification[field] then
@/lua/ge/extensions/flowgraph/nodes/recording/recordReplay.lua
  builder:Middle()
  im.Text(self.durationState)
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/signals/controller.lua
  im.Columns(2, "layoutColumns")
  im.Text("State Count")
  im.NextColumn()
@/lua/ge/extensions/editor/flowgraph/nodelibrary.lua
function C:drawTextFilter(usedForContextMenu)
  im.Text("Search:")
  im.SameLine()
    end
    -- if im.IsItemHovered() then im.BeginTooltip() im.Text("Paste") im.EndTooltip() end
    ui_flowgraph_editor.tooltip("Paste Node")
    if not pos2 then
      im.Text(label:sub(pos1))
      break
    elseif pos1 < pos2 then
      im.Text(label:sub(pos1, pos2 - 1))
      im.SameLine()
    im.BeginDisabled()
    im.Text(result.type..":")
    im.SameLine()
      im.SameLine()
      im.Text(result.varInfo)
    end
      im.SameLine()
      im.Text(string.format(" | %d%%%% Match" ,100*result.score))
      if result.frecency then
        im.SameLine()
        im.Text(string.format(" | %d%%%% Frecency", result.frecency *100))
      end
@/lua/ge/extensions/gameplay/drift/destination.lua
      if not pathData then
        im.Text("No path data so no debug")
      else
      else
        im.Text(string.format("Dist. remaining before fail : %i m", maxWrongWayDist - currWrongWayDist))
        im.Text("Going the wrong way : " .. tostring(goingWrongWay))
        im.Text(string.format("Dist. remaining before fail : %i m", maxWrongWayDist - currWrongWayDist))
        im.Text("Going the wrong way : " .. tostring(goingWrongWay))
        im.Text("Reversed race path : " .. tostring(reversedFlag))
        im.Text("Going the wrong way : " .. tostring(goingWrongWay))
        im.Text("Reversed race path : " .. tostring(reversedFlag))
        im.Text(string.format("Dist to intended road : %i m", distToIntendedRoad))
        im.Text("Reversed race path : " .. tostring(reversedFlag))
        im.Text(string.format("Dist to intended road : %i m", distToIntendedRoad))
      end
@/lua/ge/extensions/flowgraph/nodes/logic/timedTrigger.lua
  im.SameLine()
  im.Text("%0.1f", self.data.duration-self.timer)
  im.ProgressBar(self.reset / self.data.resetTimer, im.ImVec2(50,0))
  im.SameLine()
  im.Text("%0.1f", self.data.resetTimer-self.reset)
end
@/lua/ge/extensions/flowgraph/nodes/string/format.lua
  im.Columns(2, "layoutColumns")
  im.Text("Count")
  im.NextColumn()
    if txt:len() > 16 then
      im.Text(txt:sub(1,16).."...")
    else
    else
      im.Text(txt)
    end
@/lua/ge/extensions/core/groundMarkerArrows.lua
  if im.Begin("Arrow Debug") then
    im.Text("Arrow Pool Status")
    im.Separator()
    -- Show active arrows
    im.Text("Active Arrows:")
    if im.BeginTable("activeArrows", 6, tableFlags) then
      im.TableNextColumn()
      im.Text("ID")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("State")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("WP")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Position")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Scale")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Actions")
          im.TableNextColumn()
          im.Text(tostring(id))
          im.TableNextColumn()
          im.TableNextColumn()
          im.Text(proxy.state)
          im.TableNextColumn()
          im.TableNextColumn()
          im.Text(tostring(proxy.wp or "none"))
          im.TableNextColumn()
          im.TableNextColumn()
          im.Text(string.format("%.1f, %.1f, %.1f", proxy.pos.x, proxy.pos.y, proxy.pos.z))
          im.TableNextColumn()
          local scale = proxy.nearFarScaleSmoother:get(proxy.nearFarScaleSmootherTarget, 0)
          im.Text(string.format("%.2f", scale))
          im.TableNextColumn()
    im.Separator()
    im.Text("Unused Arrows:")
    if im.BeginTable("unusedArrows", 2, tableFlags) then
      im.TableNextColumn()
      im.Text("ID")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Actions")
          im.TableNextColumn()
          im.Text(tostring(id))
          im.TableNextColumn()
    im.Separator()
    im.Text("Waypoint Mappings:")
    if im.BeginTable("wpMappings", 3, tableFlags) then
      im.TableNextColumn()
      im.Text("Waypoint ID")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Arrow ID")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Status")
        im.TableNextColumn()
        im.Text(tostring(wp))
        im.TableNextColumn()
        im.TableNextColumn()
        im.Text(tostring(arrowId))
        im.TableNextColumn()
        if proxy then
          im.Text(string.format("%s (Scale: %.2f)", proxy.state, proxy.nearFarScaleSmoother:get(proxy.nearFarScaleSmootherTarget, 0)))
        else
    im.Separator()
    im.Text("Path Information:")
    if im.BeginTable("pathInfo", 4, tableFlags) then
      im.TableNextColumn()
      im.Text("Index")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("WP")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Distance")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Angle")
        im.TableNextColumn()
        im.Text(tostring(i))
        im.TableNextColumn()
        im.TableNextColumn()
        im.Text(tostring(wpLog.wp or "none"))
        im.TableNextColumn()
        im.TableNextColumn()
        im.Text(string.format("%.1f", wpLog.distToVehicle or -1))
        im.TableNextColumn()
        im.TableNextColumn()
        im.Text(string.format("%.1f°", wpLog.nodeToNodeAngle or -1))
      end
@/lua/ge/extensions/editor/levelSettings.lua
local function inspectorGui(inspectorInstance)
  imgui.Text("Level Settings")
end
@/lua/ge/extensions/gameplay/drift/freeroam/driftSpots.lua
      debugDrawer:drawSphere(activeLine.pos, 0.1, ColorF(0,0.5,1,0.5))
      im.Text("Active line: " .. activeLine.name)
    else
    else
      im.Text("No active line")
    end

    im.Text("Challenge started : " .. tostring(isInFreeroamChallenge))
    if activeLine then
    if isInFreeroamChallenge then
      im.Text("Current spot scores : ")
      for _, data in ipairs(spot.saveData.scores) do
        im.Text(tostring(data.score))
      end
@/lua/ge/extensions/editor/shortcutLegend.lua

        im.Text(controlName)
        im.SameLine()
        im.SameLine()
        im.Text(" " .. action.title)
        im.SameLine()
@/lua/ge/extensions/editor/resourceChecker.lua
  if editor.beginWindow(imageWindowName, "Image Preview",  im.flags(im.WindowFlags_NoScrollbar, im.WindowFlags_NoDocking)) then
    if not imageToPreview then im.Text("Image is not selected")
    else
  if editor.beginWindow(duplicateResolverWindowName, "Duplicate data",  im.flags(im.WindowFlags_NoDocking)) then
    if not duplicateName then im.Text("Nothing to check")
    elseif duplicateName and not duplicateTable then im.Text("Checking in progress")
    if not duplicateName then im.Text("Nothing to check")
    elseif duplicateName and not duplicateTable then im.Text("Checking in progress")
    elseif duplicateName and tableIsEmpty(duplicateTable) then im.Text("Found 0 duplicates")
    elseif duplicateName and not duplicateTable then im.Text("Checking in progress")
    elseif duplicateName and tableIsEmpty(duplicateTable) then im.Text("Found 0 duplicates")
    else
      local windowSize = im.GetContentRegionAvail()
      im.Text("Manage duplicates of selected material")
      im.BeginChild1("##duplicateChild", im.ImVec2(0, windowSize.y-60* im.uiscale[0], false, im.WindowFlags_ChildWindow))
              if b == "removed" then
                im.Text("  Material: "..l.." - Deleted")
              else
                    end
                    if j ~= "Stages" then im.Text(j..": "..tostring(c)) end
                    if im.IsItemHovered() and im.IsMouseClicked(1) then
                                  end
                                  im.Text(txtstring)
                                else
                                else
                                  im.Text(m..": "..tostring(x))
                                  if im.IsItemHovered() and type(x) == "string" then
    if basefilename and basefilename ~= "" then
      im.Text('['..basefilename..']')
    else
    else
      im.Text('['..tostring(res)..']')
    end
    if cancel == 1 then
      im.Text("Cancelling job")
    else
    else
      im.Text("Checking files")
    end
  if im.BeginPopupModal(name, nil, im.WindowFlags_AlwaysAutoResize+im.WindowFlags_NoResize+im.WindowFlags_NoMove+im.WindowFlags_NoCollapse+im.WindowFlags_NoDocking) then
    im.Text("This action will remove all files that were listed ("..count..").\nThis cannot be undone.\nMake sure to backup your work.\nThis feature only works for unpacked content.")
    popUp("Progress")
  local windowSize = im.GetContentRegionAvail()
  im.Text(text)
  local textSize = im.CalcTextSize(text)
  drawRectBg("LMB", im.ImVec4(0, 0, 0, 0.3), 0, 1)
  im.Text("LMB")
  im.SameLine()
  im.SameLine()
  im.Text(" Select row")
  im.SameLine()
  drawRectBg("RMB", im.ImVec4(0, 0, 0, 0.3), 0, 1)
  im.Text("RMB")
  im.SameLine()
  im.SameLine()
  im.Text(" Context Menu")
  if unusType ~= nil and level ~= nil then
        im.BeginTooltip()
        im.Text("Permanently removes selected files from unpacked level")
        im.EndTooltip()
      im.BeginTooltip()
      im.Text("Permanently removes unused files from unpacked level")
      im.EndTooltip()
    im.BeginTooltip()
      im.Text(hovered.item.path or hovered.item.name or "")
      im.Text(hovered.item.sizeStr or humanMB(hovered.item.bytes or 0))
      im.Text(hovered.item.path or hovered.item.name or "")
      im.Text(hovered.item.sizeStr or humanMB(hovered.item.bytes or 0))
      im.Text("File ("..(hovered.item.class or _classify(hovered.item.path,false))..")")
      im.Text(hovered.item.sizeStr or humanMB(hovered.item.bytes or 0))
      im.Text("File ("..(hovered.item.class or _classify(hovered.item.path,false))..")")
    im.EndTooltip()
  im.Columns(5, "assetTreeCols", true)
  im.Text("Name");      im.NextColumn()
  im.Text("Percent");   im.NextColumn()
  im.Text("Name");      im.NextColumn()
  im.Text("Percent");   im.NextColumn()
  im.Text("Size");      im.NextColumn()
  im.Text("Percent");   im.NextColumn()
  im.Text("Size");      im.NextColumn()
  im.Text("Files");     im.NextColumn()
  im.Text("Size");      im.NextColumn()
  im.Text("Files");     im.NextColumn()
  im.Text("Subdirs");   im.NextColumn()
  im.Text("Files");     im.NextColumn()
  im.Text("Subdirs");   im.NextColumn()
  im.Separator()

    im.Text(n.sizeStr or humanMB(n.bytes or 0))
    im.NextColumn()

    if n.isDir then im.Text(tostring(n.files or 0)) else im.Text("1") end
    im.NextColumn()

    if n.isDir then im.Text(tostring(n.files or 0)) else im.Text("1") end
    im.NextColumn()

    im.Text(tostring(n.subdirs or 0))
    im.NextColumn()
    if useVeh == true then matdata = playerVehiclePath end
    im.Text("Checking: "..matdata)
    popUp("Progress")
      im.BeginTooltip()
      im.Text("Scans all assets under the level and summarizes counts and sizes")
      im.EndTooltip()
    if not resExplorer and getProgress() == nil then
      im.Text("Press Scan Assets to see results.")
      return
    elseif not resExplorer and getProgress() ~= nil then
      im.Text("Working...")
      return
                  local pct = frac * 100
                  im.Text(labels[k].."  ("..cnt.." files)  "..humanMB(b).."  ["..string.format("%.1f%%", pct).."]")
                im.EndTooltip()
          im.Dummy(im.ImVec2(barW, barH))
          im.Text("Disk usage breakdown")
            local pct = (b/total)*100
            im.Text(labels[key].."  ("..cnt.." files)  "..humanMB(b).."  ["..string.format("%.1f%%", pct).."]")
            local w = im.GetContentRegionAvailWidth()
              im.BeginTooltip()
                im.Text("Largest files in category:")
                local flist = (breakdown[key] and breakdown[key].files) or {}
          local usedTotal = math.max(1, usedT + usedM)
          im.Text("Estimated used textures vs meshes (approx.):")
          im.Text("Textures: "..humanMB(usedT).."  ("..string.format("%.1f%%", (usedT/usedTotal)*100)..")")
          im.Text("Estimated used textures vs meshes (approx.):")
          im.Text("Textures: "..humanMB(usedT).."  ("..string.format("%.1f%%", (usedT/usedTotal)*100)..")")
          im.Text("Meshes:   "..humanMB(usedM).."  ("..string.format("%.1f%%", (usedM/usedTotal)*100)..")")
          im.Text("Textures: "..humanMB(usedT).."  ("..string.format("%.1f%%", (usedT/usedTotal)*100)..")")
          im.Text("Meshes:   "..humanMB(usedM).."  ("..string.format("%.1f%%", (usedM/usedTotal)*100)..")")
          local w = im.GetContentRegionAvailWidth()
          im.TextColored(im.ImVec4(1,1,1,1), "Scene object counts")
          im.Text("TSStatic: "..tostring(scene.TSStatic))
          im.Text("ForestItems: "..tostring(scene.ForestItems))
          im.Text("TSStatic: "..tostring(scene.TSStatic))
          im.Text("ForestItems: "..tostring(scene.ForestItems))
          im.Text("TerrainBlock: "..tostring(scene.TerrainBlock))
          im.Text("ForestItems: "..tostring(scene.ForestItems))
          im.Text("TerrainBlock: "..tostring(scene.TerrainBlock))
          im.Text("DecalRoad: "..tostring(scene.DecalRoad))
          im.Text("TerrainBlock: "..tostring(scene.TerrainBlock))
          im.Text("DecalRoad: "..tostring(scene.DecalRoad))
          im.Text("MeshRoad: "..tostring(scene.MeshRoad))
          im.Text("DecalRoad: "..tostring(scene.DecalRoad))
          im.Text("MeshRoad: "..tostring(scene.MeshRoad))
          im.Text("Lights (Point/Spot): "
          im.Text("MeshRoad: "..tostring(scene.MeshRoad))
          im.Text("Lights (Point/Spot): "
            ..tostring(scene.PointLight).."/"
            ..tostring(scene.SpotLight))
          im.Text("SFXEmitter: "..tostring(scene.SFXEmitter))
          im.Text("SFXSpace: "..tostring(scene.SFXSpace))
          im.Text("SFXEmitter: "..tostring(scene.SFXEmitter))
          im.Text("SFXSpace: "..tostring(scene.SFXSpace))
          im.EndTabItem()
          if (not filesFlat) or (#filesFlat == 0) then
            im.Text("Per-file list not available. Press Scan Assets.")
          else
    else
      im.Text("No stats data. Press Scan Assets.")
    end
    if useVeh == true then matdata = playerVehiclePath end
    im.Text("Checking: "..matdata)
    im.SameLine()
      im.BeginTooltip()
      im.Text("Skips common folders for duplicate checking")
      im.EndTooltip()
    popUp("Progress")
    im.Text("Select one of these tools to generate information about materials loaded by this level.")
    if im.Button("Check materials version", im.ImVec2(152* im.uiscale[0],0)) then
      im.BeginTooltip()
      im.Text("Checks for a materials version")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Checks for duplicated materials")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Removes deprecated Persistent Ids from materials")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Converts old DDS files to PNG")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Validates texture mappings in materials")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Checks materials file for texture issues")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Checks for missing materials mapping in currently loaded models")
      im.EndTooltip()
        im.BeginTooltip()
        im.Text("Removes all dummy materials from a vehicle")
        im.EndTooltip()
    if not verifier and getProgress() == nil then
      im.Text("Select a verifier above to see results!")
    elseif not verifier and getProgress() ~= nil then
    elseif not verifier and getProgress() ~= nil then
      im.Text("Working...")
    elseif verifier and verifier[1] == 2 and verifier[5] == 1 then
  else
    im.Text("Checking: ".."/levels/"..getlevel.."/")
    popUp("Progress")
    popUp("Progress")
    im.Text("Select one of these tools to generate information about assets loaded by this level.")
    local buttonSize = 140* im.uiscale[0]
      im.BeginTooltip()
      im.Text("Generates a list of currently loaded TSStatics")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Generates a list of available Forest Meshes")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Generates a list of used terrains")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Generates a list of used materials and its data")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Generates a list of unused materials")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Generates a list of unused meshes")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Generates a list of unused textures")
      im.EndTooltip()
      im.BeginTooltip()
      im.Text("Generates a list with data about collisions in the level")
      im.EndTooltip()
    if not resExplorer and getProgress() == nil then
      im.Text("Select a verifier above to see results!")
    elseif not resExplorer and getProgress() ~= nil then
    elseif not resExplorer and getProgress() ~= nil then
      im.Text("Working...")
    elseif resExplorer and resExplorer[1] == 1 and resExplorer[5] == 1 then
  if editor.beginWindow(toolWindowName, "Resources Checker") then
    im.Text("Check resources of current level")
    im.Spacing()
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/vehicleAction.lua
    im.Columns(2)
    im.Text("Name")
    im.NextColumn()

    im.Text("Title")
    im.NextColumn()

    im.Text("Desc")
    im.NextColumn()

    im.Text("onDown")
    im.NextColumn()

    im.Text("onChange")
    im.NextColumn()

    im.Text("onUp")
    im.NextColumn()
@/lua/ge/extensions/gameplay/rally/tools/devTools.lua
function C:drawGameSettings()
  im.Text('rallyTextCompositorVoice='..settings.getValue("rallyTextCompositorVoice"))
end

    im.Text("Text Compositor")
    im.SameLine()
      else
        im.Text("No compositors loaded")
      end
    end
    im.Text("Output file: " .. self:enumeratorOutFname())
  end
    im.Separator()
    im.Text("Corner Detection")
    if im.BeginPopupModal("Generate Pacenotes##devToolsGenPacenotes", nil, im.WindowFlags_AlwaysAutoResize) then
      im.Text("Generate pacenotes from detected corners? (experimental)")
      im.Text("This will clear all pacenotes.")
      im.Text("Generate pacenotes from detected corners? (experimental)")
      im.Text("This will clear all pacenotes.")
      im.Text("Make a backup before proceeding.")
      im.Text("This will clear all pacenotes.")
      im.Text("Make a backup before proceeding.")
      im.Separator()
    -- Corner detection parameters
    im.Text("Corner Detection Parameters:")
    if self.pacenotesTools.drivelinePoints then
      im.Text(string.format("Driveline Points: %d", #self.pacenotesTools.drivelinePoints))
      if self.pacenotesTools.corners then
        im.Text(string.format("Detected Corners: %d", #self.pacenotesTools.corners))
      end
    else
      im.Text("No driveline points loaded")
    end
    im.Separator()
    im.Text("Elevation Profile")
      im.Separator()
      im.Text("Elevation Profile Data:")
      im.Text(string.format("Points: %d", self.pacenotesTools.elevationProfileInfo.pointCount))
      im.Text("Elevation Profile Data:")
      im.Text(string.format("Points: %d", self.pacenotesTools.elevationProfileInfo.pointCount))
      im.Text(string.format("Min Elevation: %.1fm", self.pacenotesTools.elevationProfileInfo.minElevation))
      im.Text(string.format("Points: %d", self.pacenotesTools.elevationProfileInfo.pointCount))
      im.Text(string.format("Min Elevation: %.1fm", self.pacenotesTools.elevationProfileInfo.minElevation))
      im.Text(string.format("Max Elevation: %.1fm", self.pacenotesTools.elevationProfileInfo.maxElevation))
      im.Text(string.format("Min Elevation: %.1fm", self.pacenotesTools.elevationProfileInfo.minElevation))
      im.Text(string.format("Max Elevation: %.1fm", self.pacenotesTools.elevationProfileInfo.maxElevation))
      im.Text(string.format("Elevation Change: %.1fm", self.pacenotesTools.elevationProfileInfo.elevationChange))
      im.Text(string.format("Max Elevation: %.1fm", self.pacenotesTools.elevationProfileInfo.maxElevation))
      im.Text(string.format("Elevation Change: %.1fm", self.pacenotesTools.elevationProfileInfo.elevationChange))
      im.Text(string.format("Total Distance: %.1fm", self.pacenotesTools.elevationProfileInfo.totalDistance))
      im.Text(string.format("Elevation Change: %.1fm", self.pacenotesTools.elevationProfileInfo.elevationChange))
      im.Text(string.format("Total Distance: %.1fm", self.pacenotesTools.elevationProfileInfo.totalDistance))
      im.Text(string.format("Route Distance: %.1f - %.1fm",
      im.Text(string.format("Total Distance: %.1fm", self.pacenotesTools.elevationProfileInfo.totalDistance))
      im.Text(string.format("Route Distance: %.1f - %.1fm",
        self.pacenotesTools.elevationProfileInfo.startDistance, self.pacenotesTools.elevationProfileInfo.endDistance))
        self.pacenotesTools.elevationProfileInfo.startDistance, self.pacenotesTools.elevationProfileInfo.endDistance))
      im.Text(string.format("Split Points: %d", self.pacenotesTools.elevationProfileInfo.splitCount))
      im.Text(string.format("Race Pathnodes: %d", self.pacenotesTools.elevationProfileInfo.racePathnodeCount))
      im.Text(string.format("Split Points: %d", self.pacenotesTools.elevationProfileInfo.splitCount))
      im.Text(string.format("Race Pathnodes: %d", self.pacenotesTools.elevationProfileInfo.racePathnodeCount))
    else
      im.Text("No elevation profile data available")
    end
    if missionId then
      im.Text("Current Mission: " .. tostring(missionId))
    else
      im.Text("Current Mission: ")
    end
  -- if self.drivelineRoute then
  --   im.Text(string.format("Next Pacenote Idx: %d", self.drivelineRoute.nextPacenoteIdx))
  --   if nextPacenote then
  --     im.Text(string.format("Next Pacenote: %s(%d) length=%0.1f", nextPacenote.name, nextPacenote.id, nextPacenote:getCachedLength() or 0.0))
  --   else
  --   else
  --     im.Text("Next Pacenote: none")
  --   end
  --       im.TableNextColumn()
  --       im.Text(event:gsub("%%", "%%%%"))
  --     end
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
  if im.Button("Make") then tb.makeTrack() end
  im.Text("currentIndex " .. currentIndex)
end
  im.SetColumnWidth(2, im.GetWindowWidth() - 85)
  im.Text("#")
  im.NextColumn()
  im.NextColumn()
  im.Text("Piece")
  im.NextColumn()
  im.NextColumn()
  im.Text("Move")
  im.NextColumn()
    else
      im.Text("#" .. i)
      im.NextColumn()
      im.NextColumn()
      im.Text(cp.segmentIndex.."")
      im.NextColumn()
    im.SameLine()
    im.Text(" ")
    im.SameLine()
        end
        im.Text("Number of Pieces:" .. #currentMergeList)
        for _, seg in ipairs(currentMergeList) do
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/raceEditorPath.lua
  builder:Middle()
  im.Text("Source: " .. tostring(raceFileSource))
end
  local raceFileFname, raceFileSource = loadCurrentRaceFileState()
  im.Text("Race file:")
  im.Text(tostring(raceFileFname))
  im.Text("Race file:")
  im.Text(tostring(raceFileFname))
  im.Text("Source: " .. tostring(raceFileSource))
  im.Text(tostring(raceFileFname))
  im.Text("Source: " .. tostring(raceFileSource))
end
@/lua/ge/extensions/editor/trafficDebug.lua

  im.Text("AI traffic vehicles")
  im.NextColumn()

  im.Text("Active AI traffic vehicles")
  im.NextColumn()

  im.Text("Police vehicles")
  im.NextColumn()

  im.Text("Parked vehicles")
  im.NextColumn()
  if scenetree.objectExistsById(currId) then
    im.Text("Information")

    im.Text("Actions")

    im.Text("Logs")
        end
        im.Text(str)
      end
@/lua/ge/extensions/gameplay/crawl/debug.lua
  im.TextColored(im.ImVec4(1, 0.5, 0, 1), "=== PENALTY SYSTEM ===")
  im.Text("Penalty Points: " .. (debugData.crawlerData.points or 0))
  im.TextColored(im.ImVec4(0.5, 0.5, 1, 1), "=== INFRACTION DATA ===")
  im.Text("Driving Backwards Cooldown: " .. string.format("%.1f", infData.drivingBackwardsCooldown or 0))
  im.Text("Boundary Violation Cooldown: " .. string.format("%.1f", infData.boundaryViolationCooldown or 0))
  im.Text("Driving Backwards Cooldown: " .. string.format("%.1f", infData.drivingBackwardsCooldown or 0))
  im.Text("Boundary Violation Cooldown: " .. string.format("%.1f", infData.boundaryViolationCooldown or 0))
  im.Text("Recovery Cooldown: " .. string.format("%.1f", infData.recoveryCooldown or 0))
  im.Text("Boundary Violation Cooldown: " .. string.format("%.1f", infData.boundaryViolationCooldown or 0))
  im.Text("Recovery Cooldown: " .. string.format("%.1f", infData.recoveryCooldown or 0))
  im.Text("Recently Recovered: " .. (infData.recentlyRecovered and "Yes" or "No"))
  im.Text("Recovery Cooldown: " .. string.format("%.1f", infData.recoveryCooldown or 0))
  im.Text("Recently Recovered: " .. (infData.recentlyRecovered and "Yes" or "No"))
  im.Separator()
  local rcp = debugData.lastRecoveryCheckpoint
  im.Text("Index: " .. (rcp.index or "N/A"))
  im.Text("Position: " .. string.format("%.1f, %.1f, %.1f", rcp.position.x, rcp.position.y, rcp.position.z))
  im.Text("Index: " .. (rcp.index or "N/A"))
  im.Text("Position: " .. string.format("%.1f, %.1f, %.1f", rcp.position.x, rcp.position.y, rcp.position.z))
  im.Text("Time: " .. formatTime(rcp.time))
  im.Text("Position: " .. string.format("%.1f, %.1f, %.1f", rcp.position.x, rcp.position.y, rcp.position.z))
  im.Text("Time: " .. formatTime(rcp.time))
  im.Separator()
  im.TextColored(im.ImVec4(1, 0.8, 0, 1), "=== BOUNDARY EXIT POINT ===")
  im.Text("Exit Point: " .. string.format("%.1f, %.1f, %.1f", exitPoints.x, exitPoints.y, exitPoints.z))
    local distance = vehiclePos:distance(exitPoints)
    im.Text("Distance from Exit: " .. string.format("%.1f m", distance))
  if not debugData.trail or not debugData.crawlerData then
    im.Text("No active trail data")
    im.End()
  im.TextColored(im.ImVec4(1, 1, 0, 1), "=== TRAIL INFO ===")
  im.Text("Trail ID: " .. (debugData.trail.id or "Unknown"))
  im.Text("Trail Name: " .. (debugData.trail.name or "Unknown"))
  im.Text("Trail ID: " .. (debugData.trail.id or "Unknown"))
  im.Text("Trail Name: " .. (debugData.trail.name or "Unknown"))
  im.Text("Duration: " .. formatTime(debugData.currentTime))
  im.Text("Trail Name: " .. (debugData.trail.name or "Unknown"))
  im.Text("Duration: " .. formatTime(debugData.currentTime))
  im.Text("Mission Trail: " .. (debugData.trail._isFromMission and "Yes" or "No"))
  im.Text("Duration: " .. formatTime(debugData.currentTime))
  im.Text("Mission Trail: " .. (debugData.trail._isFromMission and "Yes" or "No"))
  im.Separator()
    local vd = debugData.crawlerData.dynamicData
    im.Text("Position: " .. string.format("%.2f, %.2f, %.2f", vd.vehPos.x, vd.vehPos.y, vd.vehPos.z))
    im.Text("Velocity: " .. string.format("%.2f m/s", vd.vehVelocity:length()))
    im.Text("Position: " .. string.format("%.2f, %.2f, %.2f", vd.vehPos.x, vd.vehPos.y, vd.vehPos.z))
    im.Text("Velocity: " .. string.format("%.2f m/s", vd.vehVelocity:length()))
    im.Text("Boundary Status: " .. getBoundaryStatus(debugData.crawlerData, debugData.trail))
    im.Text("Velocity: " .. string.format("%.2f m/s", vd.vehVelocity:length()))
    im.Text("Boundary Status: " .. getBoundaryStatus(debugData.crawlerData, debugData.trail))
  end
    local pathnodes = path.nodes
    im.Text("Total Nodes: " .. #pathnodes)
    im.Text("Current Index: " .. (debugData.currentPathnodeIndex or "N/A"))
    im.Text("Total Nodes: " .. #pathnodes)
    im.Text("Current Index: " .. (debugData.currentPathnodeIndex or "N/A"))
    im.Text("Completed: " .. (debugData.completedCount or 0) .. "/" .. #pathnodes)
    im.Text("Current Index: " .. (debugData.currentPathnodeIndex or "N/A"))
    im.Text("Completed: " .. (debugData.completedCount or 0) .. "/" .. #pathnodes)
    im.Separator()
  else
    im.Text("No nodes available")
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/pathStored.lua
function C:drawCustomProperties()
  im.Text("Stored Path: " .. tostring(#self.aiPath).. " elements.")
  self:drawDebugPath()
    if rec then
      im.Text("Path with " .. tostring(#rec.path).. " elements.")
      if im.Button("Load Selected Recording into node.") then
  else
    im.Text("Open ScriptAIManager to record.")
  end
  builder:Middle()
  im.Text(tostring(#self.aiPath) .. " elements")
end
@/lua/ge/extensions/career/career.lua
    local currentSaveSlot, currentSavePath = career_saveSystem.getCurrentSaveSlot()
    imgui.Text((string.sub(currentSavePath, string.len(career_saveSystem.getSaveRootDirectory())+2, -1)))
    imgui.Separator()
      if extensions[mod].drawDebugFunctions then
        imgui.Text(extensions[mod].debugName or extensions[mod].__extensionName__)
        extensions[mod].drawDebugFunctions()
@/lua/ge/extensions/editor/scriptAIEditor.lua
      -- Display the attachment state of the currently-selected vehicle at the bottom of the window.
      im.Text(vehicleAttachStates[vwd.selectedVeh])
    else
      end
      im.Text(trajectoryState)
      im.Separator()
              if isTimeBased == true then
                im.Text(round1(n.t[0]) .. "s")
              else
              else
                im.Text(round1(n.v[0] * 3.6) .. "kph")
              end
              im.NextColumn()
              im.Text("(x: " .. round1(n.x[0]) .. ",")
              im.NextColumn()
              im.NextColumn()
              im.Text("y: " .. round1(n.y[0]) .. ",")
              im.NextColumn()
              im.NextColumn()
              im.Text("z: " .. round1(n.z[0]) .. ")")
              im.NextColumn()
          if isTimeBased == true then
            im.Text("Mode: [Time-Based]")
            im.Text('Interval: [' .. tostring(round2(polyLine[1].t[0])) .. ', ' .. tostring(round2(polyLine[#polyLine].t[0])) .. ']')
            im.Text("Mode: [Time-Based]")
            im.Text('Interval: [' .. tostring(round2(polyLine[1].t[0])) .. ', ' .. tostring(round2(polyLine[#polyLine].t[0])) .. ']')
          else
          else
            im.Text("Mode: [Velocity-Based]")
            im.Text("Interval:")
            im.Text("Mode: [Velocity-Based]")
            im.Text("Interval:")
            im.SameLine()
          if tr.vehicle == nil or tr.vehicle == "" then
            im.Text('Status: [not attached to vehicle]')
            im.SameLine()
          else
            im.Text('Status: [' .. tr.vehicle .. ']')
            im.SameLine()
          im.SetColumnWidth(3, 60)
          im.Text("[" .. i .. "]:")
          im.NextColumn()
          local n = dwd.drawNodes[i]
          im.Text("(x: " .. round1(n.x) .. ",")
          im.NextColumn()
          im.NextColumn()
          im.Text("y: " .. round1(n.y) .. ",")
          im.NextColumn()
          im.NextColumn()
          im.Text("z: " .. round1(n.z) .. ")")
          im.NextColumn()
      end
      im.Text("Draw path then click to finish.")
    else                                                                                    -- 'Draw-In Window' was closed, so abandon the drawing and return to normal UI mode.
@/lua/ge/extensions/editor/util/transformUtil.lua
  --[[
  im.Text(self.objectName)
  im.SameLine()
    row = row + 1
    im.Text("Pos")
    im.SameLine()
    row = row + 1
    im.Text("Rot")
    im.SameLine()
    row = row + 1
    im.Text("Scl")
    im.SameLine()
  if self.showWidgets then
    im.Text(self.objectName)
    if self.allowTranslate then
@/lua/ge/extensions/core/vehicleTriggers.lua
                      im.TableNextColumn()
                      im.Text(translateLanguage(trg.name, trg.name, true))
                      im.TableNextColumn()
                im.TableNextColumn()
                im.Text(translateLanguage(evt.name, evt.name, true))
                im.TableNextColumn()
                im.TableNextColumn()
                im.Text(translateLanguage(evt.desc, evt.desc, true))
                im.TableNextColumn()
@/lua/ge/extensions/editor/sitesEditor/zones.lua
  local avail = im.GetContentRegionAvail()
  im.Text("Properties")
  im.Text("Vertex Count: " .. (#self.current.vertices))
  im.Text("Properties")
  im.Text("Vertex Count: " .. (#self.current.vertices))
  im.Text("Area: %0.2fm²", self.current:zoneArea())
  im.Text("Vertex Count: " .. (#self.current.vertices))
  im.Text("Area: %0.2fm²", self.current:zoneArea())
  if im.Button("Select all vertices") then

  im.Text("Inside: " .. dumps(inside))
  im.Text("Calc Time: " .. (time) .. " ms")
  im.Text("Inside: " .. dumps(inside))
  im.Text("Calc Time: " .. (time) .. " ms")
end
@/lua/ge/extensions/editor/meshEditor.lua
    im.BeginChild1("node", im.ImVec2(0, 150), true)
    im.Text("Node Properties")
local function onToolbar()
  im.Text("Default Width")
  im.SameLine()

  im.Text("Default Depth")
  im.SameLine()
@/lua/ge/extensions/editor/navMeshEditor.lua
  if editor.beginWindow(toolWindowName, "Navigation Meshes", im.WindowFlags_MenuBar) then
    im.Text("Hello world!")
  end
@/lua/ge/extensions/editor/flowgraphEditor.lua
            im.BeginDisabled()
            im.Text("No Recent Files!")
            im.EndDisabled()
                im.BeginDisabled()
                im.Text(idx.." - " .. file)
                im.EndDisabled()
  if im.BeginPopupModal("Unsaved macros") then
    im.Text('There are unsaved macros inside this macro. Please save those first before saving this one.')
    im.Text('The unsaved macros are the following: ')
    im.Text('There are unsaved macros inside this macro. Please save those first before saving this one.')
    im.Text('The unsaved macros are the following: ')
    for id,_ in pairs(dirtyChildren) do
    for id,_ in pairs(dirtyChildren) do
      im.Text(mgr.macros[id].name)
    end
      im.BeginDisabled()
      im.Text("No Files to Restore!")
      im.EndDisabled()
      im.SameLine()
      im.Text("Project Running")
      if M.forceOpen.states ~= nil then
          local loc = mgr.states.states[id].graph:getLocation(true)
          im.Text(loc)
          im.EndDisabled()
      im.SameLine()
      im.Text("Project Stopped")
    end
  local del = nil
  im.Text(tostring(tableSize(sortedNames)) .. " Custom Lua Nodes:")
  for _, name in ipairs(sortedNames) do
    im.SameLine()
    im.Text(name)
  end
@/lua/ge/extensions/editor/vehicleEditor/api/powerTrainUtils.lua
    im.Separator()
    im.Text("engineLoad")
    im.NextColumn()
    im.Separator()
    im.Text("diffAngle")
    im.NextColumn()
    --imguiUtils.cell("diffAngle", tostring(device.diffAngle))
    im.Text("outputAV2")
    im.NextColumn()
    im.NextColumn()
    im.Text("outputTorque2")
    im.NextColumn()
    imguiUtils.cell("lockupClutchAngle", tostring(device.lockupClutchAngle))
    im.Text("torqueDiff")
    im.NextColumn()
    im.Separator()
    im.Text("parkClutchAngle")
    im.NextColumn()
@/lua/ge/extensions/flowgraph/nodes/types/number.lua
  builder:Middle()
  im.Text(tostring(self.data.value))
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/beamstate.lua
  builder:Middle()
  im.Text(tostring(self.selected))
end
@/lua/ge/extensions/editor/missionEditor/objectives.lua
function C:drawOutroText(key)
  im.Text("Outro Text")
  im.NextColumn()
      im.SetColumnWidth(0,150)
      im.Text("Slot")
      im.NextColumn()
      im.Separator()
      im.Text("Rewards")
      im.NextColumn()
  im.SetColumnWidth(0,150)
  im.Text("No Star Unlocked") im.NextColumn()im.NextColumn()
  self:drawOutroText("noStarUnlocked")
  im.SetColumnWidth(0,150)
  im.Text("Default Stars")
  im.NextColumn()
  im.NextColumn()
  im.Text(
    (self.mission.careerSetup.defaultStarKeys[1] or "None!") .. ", " ..

  im.Text("Bonus Stars")
  local bonusStars = {}
  im.NextColumn()
  im.Text(next(bonusStars) and table.concat(bonusStars,", ") or "None!")
  im.NextColumn()
  end
  im.Text("Total Rewards")
  im.NextColumn()
  for _, key in ipairs(tableKeysSorted(sums.all)) do
    im.Text(key .." -> ".. sums.all[key])
  end
  im.NextColumn()
  im.Text("Default Star Rewards")
  im.NextColumn()
  for _, key in ipairs(tableKeysSorted(sums.defaultOnly)) do
    im.Text(key .." -> ".. sums.defaultOnly[key])
  end
  im.NextColumn()
  im.Text("Bonus Star Rewards")
  im.NextColumn()
  for _, key in ipairs(tableKeysSorted(sums.bonusOnly)) do
    im.Text(key .." -> ".. sums.bonusOnly[key])
  end
      end
      im.Text(dumps(self.mission.careerSetup or {}))
    else
        pushStyle("red")
        im.Text(self._text[3])
        popStyle()
        -- display char limit
        im.Text("(char limit: "..dumps(self._text[2]/8-2)..")")
      end
@/lua/ge/extensions/editor/toolUtilities/meshAuditionMgr.lua
      im.TableSetColumnIndex(1)
      im.Text("Search...")
@/lua/ge/extensions/editor/visualization.lua
  if im.BeginPopupModal("Reset To Defaults", nil, im.WindowFlags_AlwaysAutoResize) then
    im.Text("Do you really want to reset all preferences in this tab to default values ?\n"..
               "Warning: This operation is not undoable.\n\n\n")
    --  Viz type filter search box
    im.Text("Filter Types:")
    im.SameLine()
    if nItems == 0 then
      im.Text("No match")
    end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua
        local btgX, btgY, btgZ, btgRx, btgRy, btgRz = baseTransformGlobalDataNoNodeTransformData.x, baseTransformGlobalDataNoNodeTransformData.y, baseTransformGlobalDataNoNodeTransformData.z, baseTransformGlobalDataNoNodeTransformData.rx, baseTransformGlobalDataNoNodeTransformData.ry, baseTransformGlobalDataNoNodeTransformData.rz
        im.Text(string.format("(%0.3f, %0.3f, %0.3f) baseTranslationGlobal W/O nodeRotate/Offset/Move", btgX, btgY, btgZ))
        im.SameLine()
        end
        im.Text(string.format("(%0.3f, %0.3f, %0.3f) baseRotationGlobal W/O nodeRotate", btgRx * 180.0 / math.pi, btgRy * 180.0 / math.pi, btgRz * 180.0 / math.pi))
        im.SameLine()
@/lua/ge/extensions/editor/sidewalkSpline.lua
          if selSpline.kitFolderPath then
            im.Text('[' .. selSpline.kitFolderPath .. ']')
          else
          else
            im.Text('[No sidewalk kit selected]')
          end
            -- Component column headers.
            im.Text("Use")
            im.SameLine()
            im.NextColumn()
            im.Text("Mesh")
            im.SameLine()
            im.NextColumn()
            im.Text("Role")
            im.SameLine()
            im.NextColumn()
            im.Text("Variation")
            im.NextColumn()
              -- Base variation marker.
              im.Text("")
              im.NextColumn()
                  -- Role (empty for variations).
                  im.Text("")
                  im.SameLine()
            im.TextColored(cols.redB, 'No sidewalk kit selected.')
            im.Text('Select a folder containing sidewalk meshes to continue.')
          end
            if not isDistContent then
              im.Text('The selected kit has no enabled variations')
            end
          else
            im.Text('Select a sidewalk kit first.')
          end
    else
      im.Text("No sidewalk splines.")
      im.Text("Click the 'Add' button to add one.")
      im.Text("No sidewalk splines.")
      im.Text("Click the 'Add' button to add one.")
    end
@/lua/ge/extensions/editor/missionEditor/previewChecker.lua

  im.Text("Preview")
  im.NextColumn()
  im.SameLine()
  im.Text("Required: preview.png, preview.jpg or preview.jpeg")
  im.SameLine()
  im.Text("Required: thumbnail.png, thumbnail.jpg or thumbnail.jpeg, otherwise using Preview.")
  local alwaysShowScreenshots = editor.getPreference("missionEditor.general.alwaysShowScreenshots") or false
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/fill.lua
  if editor.beginWindow(fillLayer_add_windowName, "Add Fill Layer") then
    im.Text("Add a new layer filled with a color")
    sectionGui("addLayerWindow")
@/lua/ge/extensions/editor/raceEditor/segments.lua
      local segment = self.path.segments.objects[self.index]
      im.Text("Current Segment: #" .. self.index)
      im.SameLine()
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/playRecording.lua
  if self.running then
    im.Text("Running.")
  else
  else
    im.Text("Stopped.")
  end
  if not self.recording then
    im.Text("No Recording found :")
    im.Text(tostring( self.pinIn.fileName.value))
    im.Text("No Recording found :")
    im.Text(tostring( self.pinIn.fileName.value))
  else
  else
    im.Text("Recording Info:")
    im.Text("Veh: " .. self.recording.vehicle)
    im.Text("Recording Info:")
    im.Text("Veh: " .. self.recording.vehicle)
    im.Text("Level: " .. self.recording.levelName)
    im.Text("Veh: " .. self.recording.vehicle)
    im.Text("Level: " .. self.recording.levelName)
    im.Text("#Path: " .. #self.recording.recording.path)
    im.Text("Level: " .. self.recording.levelName)
    im.Text("#Path: " .. #self.recording.recording.path)
    im.Text("Duration: " .. self.recording.recording.path[#self.recording.recording.path].t)
    im.Text("#Path: " .. #self.recording.recording.path)
    im.Text("Duration: " .. self.recording.recording.path[#self.recording.recording.path].t)
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
  string_fmt = formatStringIfArgs(string_fmt, ...)
  imgui.Text(string_fmt)
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/countdownSynced.lua
      local wallClockStr = self:formatTimeFromSeconds(wallClockSecs)
      im.Text("Wall Clock: " .. wallClockStr)
    end
      local timeUntilEvent = scheduledEventTime - currentEpochTime
      im.Text(string.format("Epoch: %.1fs", currentEpochTime))
      local scheduledWallClockStr = self:formatTimeFromSeconds(scheduledWallClockSecs)
      im.Text("Event at: " .. scheduledWallClockStr)
      im.Text(string.format("Event in: %.1fs", timeUntilEvent))
      im.Text("Event at: " .. scheduledWallClockStr)
      im.Text(string.format("Event in: %.1fs", timeUntilEvent))
    end
        end
        im.Text(txt)
      end
      end
      im.Text(txt)
    end
    end
    im.Text("Waiting for sync")
  elseif self.running then
    im.ProgressBar((self.duration - self.timer) / self.duration, im.ImVec2(100,0))
    im.Text("Running")
  else
    if self.done then
      im.Text("Done")
    else
    else
      im.Text("Stopped")
    end
@/lua/ge/extensions/util/maptiles.lua
    if isGeneratingTiles then
      im.Text(string.format("Generating tiles... Zoom Level %d, Tile %d / %d", currentZoomLevel, currentTileIndex, #tilePositions))
      if im.Button('Stop Tile Generation') then
      local timeRemaining = averageTimePerTile * tilesRemaining
      im.Text(string.format("ETA: %s", formatTime(timeRemaining)))
    end
@/lua/ge/extensions/editor/raceEditor/tools.lua
  im.BeginChild1("Tools", im.ImVec2(0, 0), im.WindowFlags_ChildWindow)
  im.Text("Side Decorators")
  im.InputFloat3("Position Offset",posOffset)
  local editEnded = im.BoolPtr(false)
  im.Text("Left/Right object:")
  editor.uiInputText("##lopath", shapeInputLeft, 1024, nil, nil, nil, editEnded)
  if lastGroup then
    im.Text("Created Group: " .. lastGroup.name)
  else
  else
    im.Text("Created Group: None")
  end
  im.Separator()
  im.Text("Pathnode Tools")
  if im.Button("Drop All Pathnodes to Terrain Height") then
  im.Separator()
  im.Text("Debug Tools")
  if im.Button("Open Test Race Window") then
  local cpx = im.GetCursorPosX()
  im.Text(name) im.SameLine() im.SetCursorPosX(cpx + 90) im.tooltip(tt or "")
  if classification[field] then
@/lua/ge/extensions/flowgraph/nodes/ui/imgui/imSimpleBox.lua
  im.Begin((self.pinIn.title.value or "Title") ..'##'.. tostring(self.id), im.BoolPtr(true))
  im.Text((self.pinIn.text.value or "Text"))
  im.End()
@/lua/ge/extensions/editor/api/valueInspector.lua
  if fieldValue == "" then
    imgui.Text(noValueString)
  else
  else
    imgui.Text(fieldValue)
  end
  if fieldValue == "" then
    imgui.Text(noValueString)
  else
  else
    imgui.Text(fieldValue)
  end

  imgui.Text(fieldLabel)
      imgui.PushTextWrapPos(imgui.GetCursorPos().x + 400)
      imgui.Text(fieldDesc)
      imgui.PopTextWrapPos()
    if obj then
      imgui.Text("Name:") imgui.SameLine()
      imgui.Text(obj.name or "")
      imgui.Text("Name:") imgui.SameLine()
      imgui.Text(obj.name or "")
      imgui.Text("InternalName:") imgui.SameLine()
      imgui.Text(obj.name or "")
      imgui.Text("InternalName:") imgui.SameLine()
      imgui.Text(obj.internalName or "")
      imgui.Text("InternalName:") imgui.SameLine()
      imgui.Text(obj.internalName or "")
      imgui.Text("ID:") imgui.SameLine()
      imgui.Text(obj.internalName or "")
      imgui.Text("ID:") imgui.SameLine()
      imgui.Text(tostring(obj:getId()))
      imgui.Text("ID:") imgui.SameLine()
      imgui.Text(tostring(obj:getId()))
      imgui.Text("PID:") imgui.SameLine()
      imgui.Text(tostring(obj:getId()))
      imgui.Text("PID:") imgui.SameLine()
      imgui.Text(fieldValue)
      imgui.Text("PID:") imgui.SameLine()
      imgui.Text(fieldValue)
    end
  -- elseif fieldTypeName == "TypeRectUV" then
  --   imgui.Text(fieldValue)
  --   imgui.SameLine()
    if fieldValue == "" then
      imgui.Text(noValueString)
    else
    else
      imgui.Text(fieldValue)
    end
@/lua/ge/extensions/editor/slotTrafficEditor.lua
      -- Display road statistics
      im.Text("Roads: " .. tableSize(roads))
      im.Text("Nodes: " .. tableSize(mapNodes))
      im.Text("Roads: " .. tableSize(roads))
      im.Text("Nodes: " .. tableSize(mapNodes))
        local filterFlags = im.InputTextFlags_AutoSelectAll
        im.Text("Filter roads:")
        im.SameLine()
          if #roadsArray == 0 then
            im.Text("No roads match the filter criteria.")
          else
                  local length = calculateRoadLength(road)
                  im.Text(string.format("%.2f", length))
                  im.TableSetColumnIndex(2)
                  im.Text(tostring(#road.controlPoints))
                  end
                  im.Text(propsText)
        if foundRoad then
          im.Text("Selected segment is part of road: " .. foundRoad.id)
          im.Text("Segment #" .. segmentIndex .. " of " .. (#foundRoad.controlPoints - 1))
          im.Text("Selected segment is part of road: " .. foundRoad.id)
          im.Text("Segment #" .. segmentIndex .. " of " .. (#foundRoad.controlPoints - 1))
          if props then
            im.Text("Road Properties:")
            im.Indent()
            if props.drivability then
              im.Text("Drivability: " .. props.drivability)
            end
            if props.speedLimit then
              im.Text("Speed Limit: " .. props.speedLimit)
            end
            if props.lanes then
              im.Text("Lanes: " .. props.lanes)
            end
            if props.oneWay ~= nil then
              im.Text("One Way: " .. tostring(props.oneWay))
            end
        else
          im.Text("Selected segment is not part of any road")
        end
    -- name
    im.Text("Node: " .. nid)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veGeneralData.lua
    else
      im.Text("No vehicle data")
    end
@/lua/ge/extensions/flowgraph/nodes/scene/camera/getCameraFOV.lua
  if self.pinOut.curFOV.value then
    im.Text("Current FOV: %0.1f", self.pinOut.curFOV.value )
  end
@/lua/ge/extensions/editor/barriersEditor.lua
    im.PushStyleColor2(im.Col_Text, im.ImVec4(0,1,0,1))
    im.Text("Unselected Barriers:")
    im.PopStyleColor()
    im.PushStyleColor2(im.Col_Text, im.ImVec4(1,0,0,1))
    im.Text("Selected Barriers:")
    im.PopStyleColor()
@/lua/ge/extensions/gameplay/rally/loop/stagedCountdownUtils.lua
    local wallClockStr = formatTimeFromSeconds(wallClockSecs)
    im.Text("Wall Clock: " .. wallClockStr)
  end

    im.Text(string.format("Epoch: %.1fs", currentEpochTime))
      local scheduledWallClockStr = formatTimeFromSeconds(scheduledWallClockSecs)
      im.Text("Event at: " .. scheduledWallClockStr)
    else
    else
      im.Text(string.format("Event at: %.1fs", scheduledEventTime))
    end

    im.Text(string.format("Event in: %.1fs", timeUntilEvent))

  im.Text("State: " .. nodeData.state)
  im.Text(string.format("Reschedules: %d/%d", nodeData.rescheduleCount, nodeData.maxReschedules or 3))
  im.Text("State: " .. nodeData.state)
  im.Text(string.format("Reschedules: %d/%d", nodeData.rescheduleCount, nodeData.maxReschedules or 3))
  if nodeData.inZone ~= nil then
    im.Text("In Zone: " .. tostring(nodeData.inZone))
    im.Text("Staged: " .. tostring(nodeData.staged))
    im.Text("In Zone: " .. tostring(nodeData.inZone))
    im.Text("Staged: " .. tostring(nodeData.staged))
  end
    im.ProgressBar((duration - timer) / duration, im.ImVec2(100,0))
    im.Text("Running")
  elseif state == STATE_FINISHED then
    im.ProgressBar(1, im.ImVec2(100,0))
    im.Text("Done")
  else
    im.ProgressBar(0, im.ImVec2(100,0))
    im.Text("Waiting")
  end
@/lua/ge/extensions/util/stepHandler.lua
    im.Begin("Step Handler Debug")
    im.Text("Steps")
    if not taskData.active then im.BeginDisabled() end
      im.TextWrapped(string.format("%s%d - %s",taskData.currentStep == i and "ACTIVE " or "", i, step.name or "Unnamed Step"))
      im.Text(dumps(step))
      if debugApprove and i==taskData.currentStep and step.complete then
@/lua/ge/extensions/flowgraph/nodes/ui/contextTranslation.lua
    local translationString = nil
    im.Text("Translation String:")
    im.SameLine()
@/lua/ge/extensions/editor/headlessEditorTest.lua
    end
    if imgui.IsItemHovered() then imgui.BeginTooltip() imgui.Text("Button1") imgui.EndTooltip() end
    imgui.SameLine()
    end
    if imgui.IsItemHovered() then imgui.BeginTooltip() imgui.Text("Button2") imgui.EndTooltip() end
    imgui.SameLine()
    end
    if imgui.IsItemHovered() then imgui.BeginTooltip() imgui.Text("Button3") imgui.EndTooltip() end
  end
@/lua/ge/extensions/editor/gen/lib/ui.lua
  local ptr = im.BoolPtr(val) -- im.BoolPtr(env.ui[key])
  im.Text(lbl)
  im.SameLine()
	if not nolabel then
		im.Text(lbl)
		im.SameLine()
	if not nolabel then
		im.Text(lbl)
		im.SameLine()
  local ptr = im.BoolPtr(env.ui[key])
  im.Text(lbl)
  im.SameLine()
	end
--        im.Text(lbl)
--        if true then return end
--    if im.Combo2(lbl, editor.getTempInt_NumberNumber(isel), "aaaaaa") then
    im.Text(lbl)
    im.SameLine()
    --                    im.tooltip('Favo')
                im.Text('Shape type')
                im.NextColumn()
        end
--                im.Text('Shape type')
    end
                    cbg)--, 2, nil, 2)
                im.Text(k)
                im.SameLine()
                im.SameLine()
                im.Text(v)
                im.SameLine()
            end
--            im.Text('SSS')
        end
						im.Unindent(-6)
						im.Text('')
						im.Dummy(im.ImVec2(0, 0))
						color)--, 2, nil, 2)
					im.Text(k)
					im.SameLine()
					im.SameLine()
					im.Text(v)
@/lua/ge/extensions/core/quickAccess.lua
      if isLowestLevel then
        im.Text(title)
        im.SameLine()
@/lua/ge/extensions/editor/crawlEditor/startingPositions.lua
  if #allStartingPositions == 0 then
    im.Text("No starting positions available")
  end

  im.Text("Starting Position Details")
  im.Separator()
  -- Name
  im.Text("Name")
  editEnded[0] = false
  im.Separator()
  im.Text("File Name")
  im.SameLine()
  -- Description
  im.Text("Description")
  editEnded[0] = false
  im.Separator()
  im.Text("Area Transform")
  im.Separator()
  im.Text("Icon Position")
@/lua/ge/extensions/editor/rallyEditor/missionSettings.lua

  im.Text("When you run the mission, the below notebook and codriver will be used.")
  self:notebookFilenameSelector()
  im.HeaderText("Recce Settings")
  im.Text('Recce settings apply to all missions, as well as the Recce UI app.')
  self:recceSettingsSection()
@/lua/ge/extensions/flowgraph/nodes/math/math.lua
  if currentTemplate then
    im.Text(currentTemplate.description)
    for _, pin in ipairs(currentTemplate.pinInfo) do
      im.SameLine()
      im.Text(pin.pin .. " - " .. pin.description)
    end
@/lua/ge/extensions/flowgraph/nodes/string/subString.lua
  builder:Middle()
  im.Text(self.data.from ..  " / " .. self.data.to)
end
@/lua/ge/extensions/editor/terrainMaterialsEditor.lua
  if not tableContains(groundModelNamesSorted, string.upper(groundModelName)) then groundModelName = "" end
  im.Text("Ground Model:")
  im.SameLine()
  if not tableContains(groundModelNamesSorted, string.upper(groundModelName)) then groundModelName = "" end
  im.Text("Ground Model:")
  im.SameLine()
@/lua/ge/extensions/editor/missionEditor/dev.lua

  im.Text("Dev Notes")
  im.NextColumn()
@/lua/ge/extensions/editor/suspensionAudioDebug.lua
          if v == val.position then
            im.Text("Position: ")
            im.SameLine()
            im.SameLine()
            im.Text(tostring(val.position))
            if val.volume then
            if val.volume then
              im.Text("Stress Impulse")
              im.SameLine()
              im.PlotLines1("", impulseArr, im.GetLengthArrayFloat(impulseArr), counter, "maxStress: " ..tostring(val.maxStress), 0, val.maxStress, im.ImVec2(400, 80))
              im.Text("Pitch")
              im.SameLine()
              im.PlotLines1("", pitchArr, im.GetLengthArrayFloat(pitchArr), counter, "pitchFactor: " ..tostring(val.pitchFactor), 0, val.pitchFactor, im.ImVec2(400, 80))
              im.Text("Volume")
              im.SameLine()
@/lua/ge/extensions/flowgraph/nodes/debug/log.lua
  builder:Middle()
  im.Text("('" .. tostring(self.pinIn.logType.value) .. "','" .. tostring(self.pinIn.logTag.value) .. "',...)")
end
@/lua/ge/extensions/editor/flowgraph/events.lua
  if timeFormat == 'Frame' then
    im.Text("Frame")
  else
  else
    im.Text("Time")
  end
  im.NextColumn()
  im.Text("")
  im.NextColumn()
  im.NextColumn()
  im.Text("Event")
  im.Columns(1)
      if timeFormat == 'Project Time' then
        im.Text(formatTime(e.time - self.mgr.startTime))
      elseif timeFormat == 'Global Time' then
      elseif timeFormat == 'Global Time' then
        im.Text(e.globalTime)
      elseif timeFormat == 'Frame' then
      elseif timeFormat == 'Frame' then
        im.Text(e.frame.."")
      end
@/lua/ge/extensions/flowgraph/nodes/ui/customUiLayout.lua

  im.Text(self.storedLayout and string.format("Stored Layout (%d Elements)", #self.storedLayout) or "No Layout!")
  if im.BeginCombo("loadlayout","Copy Layout from...") then
@/lua/ge/extensions/editor/decalEditor.lua
    im.BeginChild1("Instance Properties", im.ImVec2(0,0), true)
    im.Text("Instance Properties")
    end
    im.Text("Instance")
    im.NextColumn()
    im.NextColumn()
    im.Text(label)
    im.NextColumn()

    im.Text("Position")
    im.NextColumn()
    im.NextColumn()
    im.Text("Rotation")
    local worldQuat = selectedInstance:getWorldMatrix():toQuatF()
    im.NextColumn()
    im.Text("Size")
    im.NextColumn()
@/lua/ge/extensions/editor/missionEditor/careerSetup.lua

  im.Text("Gamemode")
  im.NextColumn()

  im.Text("Skill")
  im.NextColumn()

  im.Text("Entry Fee")
  im.NextColumn()
@/lua/ge/extensions/core/vehicles.lua
--   local function drawVehicleCollectionRec(vehData)
--     im.Text('  -' .. vehData.vehId)
--     for childVehId, childVehData in pairs(vehData.children or {}) do
--     for mainVehId, collection in pairs(M.vehCollections) do
--       im.Text('Main Veh ID: ' .. mainVehId)
--       drawVehicleCollectionRec(collection.mainVehData)
@/lua/ge/extensions/editor/flowgraph/execution.lua
  else
    im.Text(mgr.name)
    if im.IsItemClicked() then
  im.SetColumnWidth(0, avail-75 * im.uiscale[0])
  im.Text("Projects: ")
  im.NextColumn()
@/lua/ge/extensions/editor/crawlEditor.lua

    im.Text("Current tab: " .. currentTab)
    im.Separator()
    if im.BeginChild1("RightPanel", im.ImVec2(0, 0), true) then
      im.Text("Details")
      im.SameLine()
      else
        im.Text("Select a trail, path, boundary, or starting position to view details.")
      end
@/lua/ge/extensions/gameplay/drift/stallingSystem.lua
    if im.Begin("Drift stalling system") then
      im.Text(string.format("Current stalling value : %0.2f", stallingValue))
      if im.Checkbox('Manual debug', manualDebug) then
      if manualDebug[0] then
        im.Text("Imaginary stunt zone count : 3")
        if im.Button("Process stunt zone 1") then processStuntZone(1) end
      end
      im.Text("History")
      im.BeginTable("History", 1, nil)
        for i = #history, 1, -1 do
          im.Text(string.format("%s %i", history[i].type, history[i].stuntId))
        end
@/lua/ge/extensions/career/modules/marketplace.lua
      if negotiationStatus == "thinking" then
        im.Text("Thinking...")
      else
      else
        im.Text("Initial Offer: " .. startingPrice)
        im.Text("Their current Offer: " .. theirOffer)
        im.Text("Initial Offer: " .. startingPrice)
        im.Text("Their current Offer: " .. theirOffer)
        im.Text("My current Offer: " .. (myOffer or "(Not set)"))
        im.Text("Their current Offer: " .. theirOffer)
        im.Text("My current Offer: " .. (myOffer or "(Not set)"))

        im.Text("Patience: " .. patience)
        im.PopStyleColor()
        im.PopStyleColor()
        im.Text("Status: " .. negotiationStatus)
@/lua/ge/extensions/flowgraph/nodes/util/customLua.lua
      im.BeginDisabled()
      im.Text("No nodes saved yet!")
      im.EndDisabled()
    im.SameLine()
    im.Text(code)
    ui_flowgraph_editor.tooltip(codeDescription[code])
@/lua/ge/extensions/gameplay/drift/display.lua
    im.Begin("Drift display")
    im.Text("Drift display")
    im.TextWrapped(dumps(guiData))
@/lua/ge/extensions/flowgraph/nodes/scene/idByName.lua
  builder:Middle()
  im.Text(self.data.name)
  im.Text(tostring(self.objID))
  im.Text(self.data.name)
  im.Text(tostring(self.objID))
end
@/lua/ge/extensions/editor/autoSave.lua
    if wasNotCleanExit then
      imgui.Text("It seems the game was not closed properly and the edited level was not saved.")
    end

    imgui.Text("You can choose one of the autosaved levels (scene tree) to revert your level scene:")
    imgui.Separator()
    if imgui.BeginPopupModal("AutoSave Restore Confirm", nil, imgui.WindowFlags_AlwaysAutoResize) then
      imgui.Text("This operation will overwrite the level's scene tree: " .. editor.getLevelPath() .. "main/" ..
        "\nWith autosaved scene tree from: " .. autosaves[selectedAutosaveIndex].path .. "/main/" ..
@/lua/ge/extensions/editor/biomeTool.lua
local function drawLayerProperties(layer)
  imgui.Text(layer.layerName)
  local layerType = layer.layerType
  local posX = imgui.GetCursorPosX()
  imgui.Text("Layer Name:")
  imgui.SameLine()

  imgui.Text("Blending Method:")
  imgui.SameLine()
  if layer.layerType == layerType_enum.terrain then
    imgui.Text("Layer Material:")
    imgui.SameLine()
    imgui.Dummy(imgui.ImVec2(5,10))
    imgui.Text("Layer Mask:")
    imgui.SameLine()
      imgui.SetCursorPos(imgui.ImVec2(imgPosStart.x + posX, imgPosStart.y + posY))
      imgui.Text("No Mask Selected!")
    end
  imgui.SetCursorPosY(imgui.GetCursorPosY() + 10)
  imgui.Text("Layer Brush:")
  local brush = getForestBrushSelection(layerType, layerID, enum_forestBrushItemZone.central)
    imgui.SetCursorPos(imgui.ImVec2(90 - noBrushTextSize.x/2, 50 - noBrushTextSize.y/2))
    imgui.Text("No Brush Selected!")
  end
    imgui.SetCursorPos(textPos)
    imgui.Text(item.internalName)
    ::continue::
  imgui.SetCursorPosX(posXCol2 + 20)
  imgui.Text("Density:")
  imgui.SameLine()

  imgui.Text("Border Brush:")
  local borderBrush = getForestBrushSelection(layerType, layerID, enum_forestBrushItemZone.falloff)
    imgui.SetCursorPos(imgui.ImVec2(90 - noBrushTextSize.x/2, 50 - noBrushTextSize.y/2))
    imgui.Text("No Brush Selected!")
  end
    imgui.SetCursorPos(textPos)
    imgui.Text(item.internalName)
    ::continue::
    imgui.SetCursorPos(textPos)
    imgui.Text("- NONE -")
    imgui.PopStyleColor()
      imgui.SetCursorPos(textPos)
      imgui.Text(item.internalName)
      imgui.PopStyleColor()
    imgui.SetCursorPos(textPos)
    imgui.Text("- NONE -")
    imgui.PopStyleColor()
      imgui.SetCursorPos(textPos)
      imgui.Text(item.internalName)
      imgui.PopStyleColor()
  imgui.SetCursorPosX(posXCol2 + 20)
  imgui.Text("Density:")
  local borderBrush =  "Oak Trees"
  imgui.SetCursorPosX(imgui.GetCursorPos().x + 20)
  imgui.Text("Border Width:")
  imgui.SameLine()

  imgui.Text("Slope Influence:")
  imgui.SameLine()
    imgui.Separator()
    imgui.Text("Place Field:")
    imgui.SameLine()
    if var.fieldPlacementBoolPtr[0] then
      imgui.Text("Item Distance:")
      imgui.SameLine()

      imgui.Text("Row Distance:")
      imgui.SameLine()

      imgui.Text("Row Orientation:")
      imgui.SameLine()
  imgui.Separator()
  imgui.Text("Place Edges:")
  imgui.SameLine()

    imgui.Text("Edge Brush:")
    local borderBrush = getForestBrushSelection(layerType, layerID, enum_forestBrushItemZone.edge)
      imgui.SetCursorPos(imgui.ImVec2(90 - noBrushTextSize.x/2, 50 - noBrushTextSize.y/2))
      imgui.Text("No Brush Selected!")
    end
      imgui.SetCursorPos(textPos)
      imgui.Text(item.internalName)
      ::continue::
      imgui.SetCursorPos(textPos)
      imgui.Text("- NONE -")
      imgui.PopStyleColor()
        imgui.SetCursorPos(textPos)
        imgui.Text(item.internalName)
        imgui.PopStyleColor()
    end
    imgui.Text("Item Distance:")
    imgui.SameLine()

    imgui.Text("Random Tilt:")
    imgui.SameLine()

    imgui.Text("Border Falloff:")
    imgui.SameLine()
    imgui.BeginChild1("AreasListContainer##"..layer.layerType..layer.layerID, imgui.ImVec2(300, arealistHeight - 10), imgui.WindowFlags_ChildWindow)
    imgui.Text("Lasso Areas")
    local buttonSize = imgui.ImVec2(180, 30)
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    imgui.Text("Please draw the area on map")
    imgui.PopStyleColor()
      local widgetStartPosX = imgui.GetCursorPosX()
      imgui.Text("Layer Brush:")
      imgui.SameLine()
      imgui.SameLine()
      imgui.Text("Brush Density:")
      imgui.SameLine()
        end
        imgui.Text("Area Count:")
        imgui.SameLine()
  imgui.BeginChild1("LevelBiomeLayers", imgui.ImVec2((imgui.GetContentRegionAvail().x - 2), levelBiomeLevelsListHeight), true)
  imgui.Text("Terrain Layers:")
  local buttonSize = imgui.ImVec2(150, 30)
  imgui.BeginChild1("AreaLayers", imgui.ImVec2((imgui.GetContentRegionAvail().x - 2), biomeAreasLevelsListHeight), true)
  imgui.Text("Area Layers:")
  local buttonSize = imgui.ImVec2(150, 30)
  imgui.SameLine()
  imgui.Text("levelPath")
  imgui.SameLine()
  imgui.SameLine()
  imgui.Text("LevelName")
  imgui.SameLine()
    imgui.Spacing()
    imgui.Text("There is no Forest object, please create one.")
    imgui.Spacing()
@/gameplay/missionTypes/chase/customNodes/suspectAiNode.lua
  builder:Middle()
  im.Text("Current mode: "..self.aiMode)
end
@/lua/ge/extensions/flowgraph/nodes/ui/buttons/getMultipleButtons.lua
  im.Columns(2, "layoutColumns")
  im.Text("Button Ids")
  im.NextColumn()
@/lua/ge/extensions/flowgraph/nodes/util/timedSequence.lua
  im.Columns(2, "layoutColumns")
  im.Text("Count")
  im.NextColumn()
  if self.time then
    im.Text(string.format("%0.1fs", self.time))
  end
  if self.current then
    im.Text("Section: " .. self.current)
  end
@/lua/ge/extensions/flowgraph/basenode.lua
        if dist == 0 then
          im.Text("Currently Active!")
        else
        else
          im.Text(string.format("Last Activity: %d Frames ago.", dist))
        end
      else
        im.Text("No Activity yet.")
      end
        im.SameLine()
        im.Text(ui_flowgraph_editor.getBehaviourDescription(b))
      end
    --else
    --  im.Text('No description')
    end
    local bgClr = self.customColor or self.color
    im.Text("ASDF")
    bgClr = im.ImVec4(bgClr.x*0.4, bgClr.y*0.4, bgClr.z*0.4, 1)
    im.BeginDisabled()
    im.Text(string.format(" (+%d)",hiddenCount))
    --ui_flowgraph_editor.tooltip(hiddenCount .. " hidden pins")
    im.Dummy(im.ImVec2(xOff, 1)) im.SameLine()
    im.Text(txt)
    --ui_flowgraph_editor.tooltip(hiddenCount .. " hidden pins")
      im.Separator()
      im.Text("Triggered: " .. tonumber(self.triggerCount))
      im.Text("Worked: " .. tonumber(self.workCount))
      im.Text("Triggered: " .. tonumber(self.triggerCount))
      im.Text("Worked: " .. tonumber(self.workCount))
    end
  if editor.getPreference("flowgraph.debug.displayIds") then
    im.Text("id: %s", tostring(self.id))
  end
  if editor.getPreference("flowgraph.debug.editorDebug") then
    im.Text("Type: %s", self.type)
    im.Text("File: %s", self.nodeType..'.lua')
    im.Text("Type: %s", self.type)
    im.Text("File: %s", self.nodeType..'.lua')
    if self.nodePosition then
    if self.nodePosition then
      im.Text(string.format("Pos: %d / %d  | %0.1f / %0.1f", self.nodePosition[1] , self.nodePosition[2], (self.nodePosition[1]-xOffGrid)/gridSize, (self.nodePosition[2]-yOffGrid)/gridSize ))
    end
    local nSize = ui_flowgraph_editor.GetNodeSize(self.id)
    im.Text(string.format("Size: %d / %d", nSize.x, nSize.y))
@/lua/ge/extensions/ui/apps/pointsBar.lua
    -- Show current data
    im.Text("Current Points: " .. pointsData.currentPoints)
    im.Text("Thresholds:")
    im.Text("Current Points: " .. pointsData.currentPoints)
    im.Text("Thresholds:")
    for i, threshold in ipairs(pointsData.thresholds) do
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
  if not manager then
    im.Text("No rally loop manager active")
    return
  im.TextColored(colorYellow, "Mission Info")
  im.Text("  Mission ID: " .. tostring(manager.missionId or "N/A"))
  im.Text("  Mission Dir: " .. tostring(manager.missionDir or "N/A"))
  im.Text("  Mission ID: " .. tostring(manager.missionId or "N/A"))
  im.Text("  Mission Dir: " .. tostring(manager.missionDir or "N/A"))
    -- Show "no data" and empty progress bar
    im.Text("  no data")
    im.ProgressBar(0, im.ImVec2(200, 0), "")

  im.Text("  Current Index: " .. tostring(manager.currentMissionIndex) .. " / " .. tostring(#manager.missionSequence))
  if not missionsMatch then
    if missionsMatch then
      im.Text("  Loop Mission ID: " .. currentMissionId)
    else
  else
    im.Text("  Loop Mission ID: ")
  end
    if missionsMatch then
      im.Text("  Missions System Mission ID: " .. foregroundMissionId)
    else
  else
    im.Text("  Missions System Mission ID: ")
  end
  --       else
  --         im.Text("  Current Time: " .. timeStr)
  --       end
  --         --   local splitTimeStr = self:formatDuration(split.time, true)
  --         --   im.Text(string.format("  %s: %s", split.name, splitTimeStr))
  --         -- end
  -- im.SameLine()
  -- im.Text("Found: " .. tostring(#self.signboards))
  local timeStr = manager:getTimeOfDayFormatted()
  im.Text("  Environment Time of Day: " .. timeStr)
  local timeStr = manager:getEnvironmentStartTimeFormatted()
  im.Text("  Environment Start Time: " .. timeStr)
  end
  im.Text("  Rally Start Time:")
  im.Text("    " .. rallyStartStr2)
  im.Text("  Rally Start Time:")
  im.Text("    " .. rallyStartStr2)
  im.Text("    " .. rallyStartStr1)
  im.Text("    " .. rallyStartStr2)
  im.Text("    " .. rallyStartStr1)
  local totalKm = manager:getTotalDistanceKm()
  im.Text(string.format("  SS Distance: %.2f km", totalSSKm))
  im.Text(string.format("  Liaison Distance: %.2f km", totalRoadSectionKm))
  im.Text(string.format("  SS Distance: %.2f km", totalSSKm))
  im.Text(string.format("  Liaison Distance: %.2f km", totalRoadSectionKm))
  im.Text(string.format("  Total Distance: %.2f km", totalKm))
  im.Text(string.format("  Liaison Distance: %.2f km", totalRoadSectionKm))
  im.Text(string.format("  Total Distance: %.2f km", totalKm))
  im.SetWindowFontScale(1.3)
  im.Text("  Wall Clock Time: " .. wallClockStr)
  local epochStr = self:formatDuration(math.abs(epochTime), true)
  im.Text("  Epoch Time: " .. epochSign .. epochStr)
  im.SetWindowFontScale(1.0)
    else
      im.Text("  " .. displayName)
    end
      im.BeginTooltip()
      im.Text(entry.missionId)
      im.EndTooltip()
          -- All other events -> normal
          im.Text(eventText)
        end
          else
            im.Text(")")
          end
          im.BeginTooltip()
          im.Text("Mission: " .. event.missionId)
          im.Text("Event Type: " .. event.type)
          im.Text("Mission: " .. event.missionId)
          im.Text("Event Type: " .. event.type)
          im.Text("Label: " .. event.label)
          im.Text("Event Type: " .. event.type)
          im.Text("Label: " .. event.label)
          if event.spName then
          if event.spName then
            im.Text("Start Position: " .. event.spName)
          end

    im.Text("Active State:")
    if im.RadioButton2("Inactive", self.testActiveStateIndex, 0) then
@/lua/ge/extensions/flowgraph/nodes/debug/displayFlow.lua
  local rate = 1 / self.lastTime
  im.Text('%0.0f fps', rate)
  im.EndTooltip()
@/lua/ge/extensions/gameplay/drag/debug.lua
      im.Columns(2,'mainDrag')
      im.Text("Drag Data")
      im.Text("Context: ")
      im.Text("Drag Data")
      im.Text("Context: ")
      im.SameLine()
      im.SameLine()
      im.Text(dragData.context)

      im.Text("dragtype extension: ")
      im.SameLine()

      im.Text("Is Started:")
      im.SameLine()
      im.NewLine()
      im.Text("Phases: ")
      for index, value in ipairs(dragData.phases or {}) do
      im.NextColumn()
      im.Text("Strip Data")
      im.NewLine()
      if dragData.strip.endCamera then
        im.Text("End Camera: ")
        im.SameLine()
        im.SameLine()
        im.Text("Position: {" .. dragData.strip.endCamera.transform.position.x .. ", " .. dragData.strip.endCamera.transform.position.y .. ", " .. dragData.strip.endCamera.transform.position.z .. "}")
        im.SameLine()
        im.SameLine()
        im.Text("Rotation: {" .. dragData.strip.endCamera.transform.rotation.x .. ", " .. dragData.strip.endCamera.transform.rotation.y .. ", " .. dragData.strip.endCamera.transform.rotation.z .. ", " .. dragData.strip.endCamera.transform.rotation.w .. "}")
        im.SameLine()
        im.SameLine()
        im.Text("Scale: {" .. dragData.strip.endCamera.transform.scale.x .. ", " .. dragData.strip.endCamera.transform.scale.y .. ", " .. dragData.strip.endCamera.transform.scale.z .. "}")
      end
      for nameType, p in pairs(dragData.prefabs) do
        im.Text("Prefab: " .. nameType)
        im.SameLine()
        im.SameLine()
        im.Text(" | Is Used: " .. tostring(p.isUsed))
        if p.isUsed then
          im.SameLine()
          im.Text(" |  " .. (p.path or "No path founded"))
        end
      im.BeginChild1("vehicle select", im.GetContentRegionAvail(), 1)
      im.Text("Vehicle Settings")
      for k,v in ipairs(aviableLanes) do
        im.NewLine()
        im.Text("Lane ".. dragData.racers[selectedVehicle].lane .. " Data :")
        if selectedVehicle ~= -1 then
        if selectedVehicle ~= -1 then
          im.Text("(Click to dump, hover to preview)")
          for key, laneData in pairs(dragData.strip.lanes[dragData.racers[selectedVehicle].lane]) do
        end
        im.Text("Vehicle Data: ")
        local vehicleData = dragData.racers[selectedVehicle]
        if not vehicleData then
          im.Text("No vehicle data yet")
        else
          im.SameLine()
          im.Text(vehicleData.isPlayable and "Is Playable" or "Not playable")
          im.Text("Lane: " .. vehicleData.lane)
          im.Text(vehicleData.isPlayable and "Is Playable" or "Not playable")
          im.Text("Lane: " .. vehicleData.lane)
          im.Text(vehicleData.isDesqualified and "Desqualified" or "Not desqualified")
          im.Text("Lane: " .. vehicleData.lane)
          im.Text(vehicleData.isDesqualified and "Desqualified" or "Not desqualified")
          im.Text("Desqualification Reason: " ..vehicleData.desqualifiedReason)
          im.Text(vehicleData.isDesqualified and "Desqualified" or "Not desqualified")
          im.Text("Desqualification Reason: " ..vehicleData.desqualifiedReason)
          im.Separator()
          im.Separator()
          im.Text("Phases")
          for _, phase in ipairs(vehicleData.phases) do
            im.Text(phase.name .. " - ")
            im.SameLine()
            im.TextColored(phase.completed and green or red, "Completed")
            im.Text(dumps(phase))
            im.Separator()
@/lua/ge/extensions/editor/missionEditor/issues.lua

  im.Text("Issues")
  im.NextColumn()
  if self.mission._issueList.importantCount == 0 then
    im.Text("No Issues!")
  end
      for _, issue in ipairs(self.issues.list or {}) do
        im.Text(issue.idx.."")
        im.TableNextColumn()
        im.TableNextColumn()
        im.Text(issue.missionType)
        im.TableNextColumn()
        im.TableNextColumn()
        im.Text(issue.level)
        im.TableNextColumn()
        im.TableNextColumn()
        im.Text(issue.availability)
        im.TableNextColumn()
        im.TableNextColumn()
        im.Text(issue.label)
        im.TableNextColumn()
@/lua/ge/extensions/editor/gen/exp_frame.lua
--                lo('?? exp_sf.ui2:'..tostring(wlabel))
--            im.Text('HELLO_'..wlabel)

            im.Text(U.round(L,6) or tostring(nil))
            im.SameLine()
            im.SameLine()
            im.Text(cL and U.round((cL-L)/L,6) or 0)
            im.SameLine()
            im.SameLine()
            im.Text(cfix == 'r' and 'R' or 'L')
                    local d = body[key]
                    im.Text(key)
                    im.NextColumn()
                        ord = ord + 1
--                        im.Text(U.round(val,6))
                        UI.buttonTxt(ord,U.round(val,6),nil,nil,ord==ckey and {0.4, 0.3, 0.2} or nil)
--                            UI.buttonTxt('key_'..ord,U.round(d.g[i],6))
                            im.Text(U.round(d.g[i],6) or tostring(nil))
                        end
                        end
    --                    im.Text(grad and U.round(grad[ord],6) or tostring(nil))
                        im.NextColumn()
--[[
            im.Text('AAA1')
            im.EndGroup()
            im.NextColumn()
            im.Text('AAA2')
            im.NextColumn()
            for i,key in pairs(akey) do
                im.Text(key)
                im.NextColumn()
                im.NextColumn()
                im.Text(tostring(dw[key]))
                tot = tot + dw[key]
            im.NextColumn()
            im.Text(tot)
            im.NextColumn()
@/lua/ge/extensions/ui/apps/genericMissionData.lua
    -- Show current data
    im.Text("Current Mission Data:")
    for i, item in ipairs(missionData.displayOrder) do
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAdjustableTechCarTuner.lua
      im.SetCursorPos(im.ImVec2(5, 50))
      im.Text(string.format("Mouse Pos: %0.2f, %0.2f", im.GetMousePos().x - wndPos.x, im.GetMousePos().y - wndPos.y))
      local x, y = im.GetMousePos().x - wndPos.x  - viewToDebug.imgPos.x, im.GetMousePos().y - wndPos.y - viewToDebug.imgPos.y
      local x, y = im.GetMousePos().x - wndPos.x  - viewToDebug.imgPos.x, im.GetMousePos().y - wndPos.y - viewToDebug.imgPos.y
      im.Text(string.format("Mouse Pos Rel Img: %0.3f, %0.3f", x / viewToDebug.imgSize.x, y / viewToDebug.imgSize.y))
    end
@/lua/ge/extensions/editor/terrainEditor.lua
    if tableIsEmpty(terrainBlockProxies) and not selectedPaintMaterialProxy then
      im.Text("No terrain blocks.\nAdd at least one for the paint terrain tool to be available.")
    else
            im.Columns(2)
            im.Text("Diffuse")
            im.Image(selectedPaintMaterialProxy.diffuseMapObj.texId, im.ImVec2(size/2,size/2))
            im.Image(selectedPaintMaterialProxy.diffuseMapObj.texId, im.ImVec2(size/2,size/2))
            im.Text("Detail")
            im.Image(selectedPaintMaterialProxy.detailMapObj.texId, im.ImVec2(size/2,size/2))

            im.Text("Macro")
            im.Image(selectedPaintMaterialProxy.macroMapObj.texId, im.ImVec2(size/2,size/2))
            im.Image(selectedPaintMaterialProxy.macroMapObj.texId, im.ImVec2(size/2,size/2))
            im.Text("Normal")
            im.Image(selectedPaintMaterialProxy.normalMapObj.texId, im.ImVec2(size/2,size/2))
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/simpleFollowDecalroad.lua
  if self.running then
    im.Text("Running.")
  else
  else
    im.Text("Stopped.")
  end
  if not self.path then
    im.Text("No Road found:")
    im.Text(tostring( self.pinIn.roadName.value))
    im.Text("No Road found:")
    im.Text(tostring( self.pinIn.roadName.value))
  else
  else
    im.Text("Path Info:")
    im.Text("#Nodes: " .. #self.path.path)
    im.Text("Path Info:")
    im.Text("#Nodes: " .. #self.path.path)
    im.Text("Distance: %0.2f", self.distance)
    im.Text("#Nodes: " .. #self.path.path)
    im.Text("Distance: %0.2f", self.distance)
@/lua/ge/extensions/editor/audioRibbonEditor.lua
      end
      im.Text(typeStr)
      im.NextColumn()
      if isAmbient then
        im.Text('Single Source:')
      else
      else
        im.Text('Front:')
      end
      if not isAmbient then
        im.Text('Rear:')
        im.SameLine()
      if not isAmbient then
        im.Text('Left:')
        im.SameLine()
      if not isAmbient then
        im.Text('Right:')
        im.SameLine()
      if not isAmbient then
        im.Text('Front:')
      else
      else
        im.Text('Emitter:')
      end
      if not isAmbient then
        im.Text('Rear:')
        im.SameLine()
      if not isAmbient then
        im.Text('Left:')
        im.SameLine()
      if not isAmbient then
        im.Text('Right:')
        im.SameLine()
@/lua/ge/extensions/editor/meshSpline.lua
          im.NextColumn()
          im.Text('Main:')
          im.SameLine()
          im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
          im.Text(('[' ..selSpline.centerMeshName .. ']') or '[Not Set]')
          im.tooltip('The currently-selected static mesh for the main component.')
          im.NextColumn()
          im.Text('Variation 1:')
          im.SameLine()
          im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
          im.Text(('[' ..selSpline.alias1MeshName .. ']') or '[Not Set]')
          im.tooltip('The currently-selected static mesh for the variation 1 component.')
          im.NextColumn()
          im.Text('Variation 2:')
          im.SameLine()
          im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
          im.Text(('[' ..selSpline.alias2MeshName .. ']') or '[Not Set]')
          im.tooltip('The currently-selected static mesh for the variation 2 component.')
          im.NextColumn()
          im.Text('Variation 3:')
          im.SameLine()
          im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
          im.Text(('[' ..selSpline.alias3MeshName .. ']') or '[Not Set]')
          im.tooltip('The currently-selected static mesh for the variation 3 component.')
          im.NextColumn()
          im.Text('Start Cap:')
          im.SameLine()
          im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
          im.Text(('[' ..selSpline.startCapMeshName .. ']') or '[Not Set]')
          im.tooltip('The currently-selected static mesh for the start cap section.')
          im.NextColumn()
          im.Text('End Cap:')
          im.SameLine()
          im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
          im.Text(('[' ..selSpline.endCapMeshName .. ']') or '[Not Set]')
          im.tooltip('The currently-selected static mesh for the end cap section.')
          im.Columns(5)
          im.Text("Main:")
          im.tooltip('Set the rotation around the Z-axis for the main component.')
            im.Columns(5)
            im.Text("Var 1:")
            im.tooltip('Set the rotation around the Z-axis for the variation 1 mesh.')
            im.Columns(5)
            im.Text("Var 2:")
            im.tooltip('Set the rotation around the Z-axis for the variation 2 mesh.')
            im.Columns(5)
            im.Text("Var 3:")
            im.tooltip('Set the rotation around the Z-axis for the variation 3 mesh.')
            im.Columns(5)
            im.Text("Start Cap:")
            im.tooltip('Set the rotation around the Z-axis for the start cap mesh.')
            im.Columns(5)
            im.Text("End Cap:")
            im.tooltip('Set the rotation around the Z-axis for the end cap mesh.')
            im.TextColored(cols.greenB, "No variations selected") -- Show message when no variations are selected.
            im.Text("Variations are enabled in the Components tab.")
          end
            im.TextColored(cols.greenB, "Spline Is Conformed To Surface")
            im.Text("Terraforming controls are disabled.")
          else
    else
      im.Text("No mesh splines.")
      im.Text("Click the 'Add' button to add one.")
      im.Text("No mesh splines.")
      im.Text("Click the 'Add' button to add one.")
    end
@/lua/ge/extensions/editor/api/core.lua
    end
    imgui.Text("Tool windows with unsaved data:")
    imgui.BeginChild1("Windows", imgui.ImVec2(-1, imgui.GetContentRegionAvail().y - 30), imgui.WindowFlags_ChildWindow)
@/lua/common/extensions/ui/flowgraph/editor.lua
      im.BeginTooltip()
      im.Text(message)
      im.EndTooltip()
  if value == nil then
    im.Text("nil")
    return
  end
  im.Text(M.shortValueString(value, tpe))
end
  if value == nil then
    im.Text("nil")
    return
  end
  im.Text(M.fullValueString(value, tpe))
end
  if not variable then
    im.Text("Variable " .. tostring(name) .. " not found!")
    return
  if displayOptions.onlyValue then
    im.Text(name)
  else
  else
    im.Text("Value")
  end
        if not variable.fixedType then
          im.Text("Type")
          im.SameLine()
        else
          im.Text("Locked Type")
          ui_flowgraph_editor.tooltip("Type Locked (viewmode to debug to change)")
          im.SameLine()
          im.Text(tostring(variable.type))
        end
        if editor.getPreference("flowgraph.debug.editorDebug") then
          im.Text("Merging")
          ui_flowgraph_editor.tooltip("Dictates what happens when multiple values will be set in the same frame.")
      if editor.getPreference("flowgraph.debug.editorDebug") then
        im.Text("Monitor")
        im.SameLine()

        im.Text("KeepAfterStop")
        im.SameLine()
        im.PushItemWidth(150)
        im.Text("Rename Variable")
        local newNameArray = im.ArrayChar(32)
  if self.models == nil or next(self.models) == nil then
    im.Text("Model")
    im.NextColumn()
    if self.modelName and self.modelName ~= "" then
      im.Text(tostring(self.modelName))
    elseif self.model and self.model ~= "" then
    elseif self.model and self.model ~= "" then
      im.Text(tostring(self.model))
    else
    else
      im.Text(tostring("No Model Selected"))
    end
    if not onlyModel then
      im.Text("Config")
      im.NextColumn()
      if self.configName and self.configName ~= "" then
        im.Text(tostring(self.configName))
      elseif self.config and self.config ~= "" then
      elseif self.config and self.config ~= "" then
        im.Text(tostring(self.config))
      else
      else
        im.Text(tostring("No Config Selected"))
      end
  else
    im.Text("Type")
    im.NextColumn()
    im.NextColumn()
    im.Text("Model")
    im.NextColumn()
    if not onlyModel then
      im.Text("Config")
      im.NextColumn()
      if ffi.string(vehSearchTxt) == "" then
        im.Text("Type vehicle model or config here to get results.")
      end
@/lua/ge/extensions/flowgraph/nodes/input/blacklistAction.lua
    if not pos2 then
      im.Text(label:sub(pos1))
      break
    elseif pos1 < pos2 then
      im.Text(label:sub(pos1, pos2 - 1))
      im.SameLine()
  local reason = nil
  im.Text("This node contains " .. #self.list .. " Actions.")
  getActions()
    for _, preset in ipairs(presets) do
      im.Text(preset.name)
      im.tooltip("(" .. #preset.list .. " Actions) " .. preset.desc)
          im.SameLine()
          im.Text(allActions[name].title)
          im.BeginDisabled()
          im.SameLine()
          im.Text(name)
          im.EndDisabled()
        im.BeginDisabled()
        im.Text(e .. " hasn't been found")
        im.EndDisabled()
        im.BeginDisabled()
        im.Text(allActions[e].cat .. ": ")
        im.EndDisabled()
        im.SameLine()
        im.Text(allActions[e].title)
        im.SameLine()
        im.BeginDisabled()
        im.Text(e)
        im.EndDisabled()
  builder:Middle()
  im.Text("[" .. #self.list .. "]")
  self.name = "Set Input Actions"
@/lua/ge/extensions/editor/flowgraph/variables.lua
    im.PushFont3("cairo_regular_medium")
    im.Text("Other Graph Variables")
    im.PopFont()
      im.PopItemWidth()
      im.Text("Name")
      im.SameLine()
  im.SameLine()
  im.Text(varName)
@/lua/ge/extensions/editor/rallyEditor/drivelineTab.lua
  if not self.path then
    im.Text("No notebook loaded.")
    return
    if self.loadMode == 'recording' then
      im.Text("Loaded from: Recording")
    elseif self.loadMode == 'final' then
    elseif self.loadMode == 'final' then
      im.Text("Loaded from: Existing Final Driveline")
    elseif self.loadMode == 'race' then
    elseif self.loadMode == 'race' then
      im.Text("Loaded from: Race Path")
    end
      local pointCount = self:getDrivelinePointCount()
      im.Text("Points: " .. tostring(pointCount))
      local length = self:getDrivelineLength()
      local length = self:getDrivelineLength()
      im.Text("Length: " .. self:formatDistance(length))
    if self.drivelineV3.spline then
      im.Text("Nodes: " .. tostring(#self.drivelineV3.spline.nodes))
      if self.drivelineV3.spline.roadLength then
      if self.drivelineV3.spline.roadLength then
        im.Text("Length: " .. self:formatDistance(self.drivelineV3.spline.roadLength))
      end
    if self.drivelineV3.finalDrivelinePoints then
      im.Text("Points: " .. tostring(#self.drivelineV3.finalDrivelinePoints))
      end
      im.Text("Length: " .. self:formatDistance(finalLength))
      if self.calculatedRaceDistance then
        im.Text("Race Distance: " .. self:formatDistance(self.calculatedRaceDistance))
      elseif self.calculatedRaceDistance == false then
      else
        im.Text(string.format("Buffer: %d circles, %.0fm radius", #self.bufferPoints, self.bufferRadius))
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/filePath.lua
    if fn then
      im.Text("Currently open file in editor:")
      im.Text(fn)
      im.Text("Currently open file in editor:")
      im.Text(fn)
      if im.Button("Hardcode to File Pin") then
@/lua/ge/extensions/editor/crawlEditor/paths.lua
  if #allPaths == 0 then
    im.Text("No paths available")
  end

  im.Text("Path Details")
  im.Separator()
  -- Name
  im.Text("Name")
  editEnded[0] = false
  im.Separator()
  im.Text("File Name")
  im.SameLine()
  -- Description
  im.Text("Description")
  editEnded[0] = false
  -- Nodes
  im.Text("Nodes:")
  if not path.nodes then
    im.Separator()
    im.Text("Selected Node:")
    local pathnodeName = im.ArrayChar(256, self.currentPathnode.name or "")
    im.Text("Name")
    local nameEditEnded = im.BoolPtr(false)
    -- Recovery Checkpoint Flag
    im.Text("Recovery Checkpoint")
    local isRecoveryCheckpoint = im.BoolPtr(self.currentPathnode.flags.isRecoveryCheckpoint or false)
    -- Bonus Checkpoint Flag
    im.Text("Bonus Checkpoint")
    local isBonusCheckpoint = im.BoolPtr(self.currentPathnode.flags.isBonusCheckpoint or false)
@/lua/ge/extensions/editor/flowgraph/main.lua
          im.BeginDisabled()
          im.Text("No Recent Files!")
          im.EndDisabled()
              im.BeginDisabled()
              im.Text(idx.." - " .. file)
              im.EndDisabled()
    local fps = self.fpsSmoother:get(io.Framerate)
    im.Text("FPS: %.2f (%.2gms)", fps, fps and 1000 / fps or 0)
    if self.windowSize.y < (editor.getPreference("flowgraph.debug.minEditorHeight") or 150) then
      im.Text("Window too small!")
      return
                im.PushStyleColor2(im.Col_Text, ui_flowgraph_editor.nodeColors.state)
                im.Text(txt)
                im.PopStyleColor()
              else
                im.Text(txt)
              end
            im.NextColumn()
            im.Text("Viewmode: ")
            im.SameLine()
              im.SameLine()
              im.Text("This is a Macro.")
            else
              if self.mgr.frameCount > 0 then
                --im.Text("Running for " .. self.mgr.frameCount .. " frames.")
                im.SameLine()
                im.SameLine()
                im.Text("Frame " .. self.mgr.frameCount)
              --else
              --else
                --im.Text("Dirty: " .. tonumber(ui_flowgraph_editor.GetDirtyReason()))
              end
              for _, map in ipairs({"FlowgraphMain","Flowgraph","NodeLibrary"}) do
                im.Text("["..(self.fgEditor.isActionMapEnabled(map) and "Yes" or "No").."]".. map.."  ")
                im.SameLine()

              im.Text(string.format("Lows: %d/%d | Highs: %d", self.mgr.__graphNodeOffset or 0, self.mgr.__nextFreeGraphNodeStart or 0, -1*((2^29) - (self.mgr.__nextFreePinLinkStart or 2^29))))
              if im.IsItemClicked() then
            end
                --im.Text(self.mgr.graph:toString())
                --im.Text(self.mgr.recentInstance and  self.mgr.recentInstance:toString() or " - ")
                --im.Text(self.mgr.graph:toString())
                --im.Text(self.mgr.recentInstance and  self.mgr.recentInstance:toString() or " - ")
      if self.quickAccessError then
        im.Text(self.quickAccessError)
      end
      if pin.direction == 'in' and pin.type ~= 'flow' then
        im.Text("Replace Link with...")
      else
      else
        im.Text("Connect Pin to...")
      end
        im.SameLine()
        im.Text(name)
        im.BeginDisabled()
        im.Text(other.node.name)
        im.EndDisabled()
    else
      im.Text("No compatible pins found!")
    end
  else
    im.Text("Disabled.")
  end
@/lua/ge/extensions/editor/perfProfiler.lua
    if not levelName then
      im.Text("Not in a level!")
    else
      if not next(camPathFiles) then
        im.Text("No Campaths to test!")
      end
        im.SameLine()
        im.Text(table.concat(column.keys, " / "))
        im.EndChild()
          end
          im.Text(tostring(val))
          im.TableNextColumn()
    im.Separator()
    im.Text(dumpsz(metadataFile.meta or {}, 1))
    im.Text(dumpsz(metadataFile, 1))
    im.Text(dumpsz(metadataFile.meta or {}, 1))
    im.Text(dumpsz(metadataFile, 1))
  end
      im.TableNextColumn()
      im.Text("Plot")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("Clr")
      im.TableNextColumn()
      im.TableNextColumn()
      im.Text("File")
      im.TableNextColumn()
@/lua/ge/extensions/flowgraph/nodes/macro/integrated.lua
  if self.targetGraph then
    --im.Text(self.targetGraph.name)
    editor.uiIconImage(editor.icons.search, im.ImVec2(20, 20))
      if full.monitored then
        im.Text(name .. " = " .. dumps(full.value))
      end

    --im.Text(self.graphType or "no graph type?!")
    --im.Text(self.macroID and (self.macroID..'') or "no macro id")
    --im.Text(self.graphType or "no graph type?!")
    --im.Text(self.macroID and (self.macroID..'') or "no macro id")
    --im.Text(self.targetGraph.macroID and (self.targetGraph.macroID..' target') or "no target id")
    --im.Text(self.macroID and (self.macroID..'') or "no macro id")
    --im.Text(self.targetGraph.macroID and (self.targetGraph.macroID..' target') or "no target id")
  else
  else
    im.Text("No Target Graph! :(")
  end
@/lua/ge/extensions/editor/missionEditor/setupModules.lua

  im.Text("Vehicles")
  im.NextColumn()

    im.Text("Vehicle Setup")
    end
    im.Text("Number of vehicles selectable for this mission: "..count)
    if im.Button("Add New Provided Vehicle") then
      end
      im.Text("Differential Setup for vehicle #"..i)
      im.PushID1("##diff"..i)
      setupModule.playerVehicleDiffs = setupModule.playerVehicleDiffs or {}
      im.Text("Differential Setup for player vehicle")
      im.PushID1("##diffPlayer")
    if isBlocked then
      im.Text("Player vehicle setup is not available for this mission type.")
    else
      setupModule.enabled = false
      im.Text("Select this to enable player vehicle setup.")
    end
  im.NextColumn()
  im.Text("Traffic")
  im.NextColumn()

    im.Text("Traffic Setup")
    im.PushItemWidth(inputWidth)
    if isBlocked then
      im.Text("Traffic setup is not available for this mission type.")
    else
      setupModule.enabled = false
      im.Text("Select this to enable traffic setup.")
    end
  im.NextColumn()
  im.Text("Environment")
  im.NextColumn()

    im.Text("Environment Setup")
    im.PushItemWidth(inputWidth)
    im.SameLine()
    im.Text(todToTime(self.todInput[0]))
    im.SameLine()
    im.SameLine()
    im.Text("Time")
    if isBlocked then
      im.Text("Environment setup is not available for this mission type.")
    else
      setupModule.enabled = false
      im.Text("Select this to enable environment setup.")
    end
@/lua/ge/extensions/flowgraph/nodes/gameplay/sites/locationByName.lua
    if loc then
      im.Text("Currently selected Location in editor:")
      im.Text(loc.name)
      im.Text("Currently selected Location in editor:")
      im.Text(loc.name)
      if im.Button("Hardcode to locationName Pin") then
@/lua/common/extensions/ui/imgui_custom_luaintf.lua
        if not pos2 then
          M.Text(label:sub(pos1))
          break
        elseif pos1 < pos2 then
          M.Text(label:sub(pos1, pos2 - 1))
          M.SameLine()
@/lua/ge/extensions/flowgraph/nodes/vehicle/replay.lua
  builder:Middle()
  im.Text(self.replayName)
  im.Text(tostring(self.startReplay))
  im.Text(self.replayName)
  im.Text(tostring(self.startReplay))
  im.Text(tostring(self.stopReplay))
  im.Text(tostring(self.startReplay))
  im.Text(tostring(self.stopReplay))
  --im.BeginChild1("child",im.ImVec2(self.sliderWidth[0],50), true)
@/lua/ge/extensions/flowgraph/nodes/ui/buttons/simpleMultipleButtons.lua
  im.Columns(2, "layoutColumns")
  im.Text("Buttons")
  im.NextColumn()
@/lua/ge/extensions/editor/missionEditor/conditions.lua
  index = index + 1
  im.Text("Attribute ")
  im.SameLine()
  im.SameLine()
  im.Text("Level")
  im.SameLine()
  im.SetColumnWidth(0,150)
  im.Text(self.name)
  im.NextColumn()
  if not condition.value then condition.value = 'A' end
  im.Text("Player Vehicle WPCategory is ")
  im.SameLine()
  if not condition.value then condition.value = "BeamNG" end
  im.Text(" is ")
  im.SameLine()
@/lua/ge/extensions/core/ropeVisualTest.lua
    if im.BeginPopupModal("Save Parameters") then
      im.Text("Enter file path to save parameters:")
      im.SameLine()
    if im.BeginPopupModal("Load Parameters") then
      im.Text("Enter file path to load parameters:")
      im.SameLine()
    local allRopes = getAllRopeVisuals()
    im.Text("Active Ropes: " .. #allRopes)
    if #allRopes > 0 then
      im.Separator()
      im.Text("Rope Parameters")
      im.Separator()
        im.TableSetColumnIndex(0)
        im.Text("Anchor A:")
        if im.IsItemHovered() then
        im.TableSetColumnIndex(0)
        im.Text("Anchor B:")
        if im.IsItemHovered() then
        im.TableSetColumnIndex(0)
        im.Text("Direction A:")
        if im.IsItemHovered() then
        im.TableSetColumnIndex(0)
        im.Text("Direction B:")
        if im.IsItemHovered() then
        im.TableSetColumnIndex(0)
        im.Text("Gravity:")
        if im.IsItemHovered() then
        im.SameLine()
        im.Text("Bend Stiffness")
        im.SameLine()
        im.Text("Segments")
      end
        im.SameLine()
        im.Text("Max Strain")
      end
      im.Separator()
      im.Text("Debug")
      if im.IsItemHovered() then
        -- Empty cell for alignment
        im.Text("")
      im.Separator()
      im.Text("Rope Info (ID: " .. selectedRope.id .. ")")
      if im.IsItemHovered() then
      end
      im.Text(string.format("Max Strain: %.4f", selectedRope.maxStrain))
      if im.IsItemHovered() then
      end
      im.Text(string.format("Avg Strain: %.4f", selectedRope.avgStrain))
      if im.IsItemHovered() then
      end
      im.Text(string.format("Current Length: %.4f", selectedRope.currentLength))
      if im.IsItemHovered() then
      end
      im.Text(string.format("Segment (Rest) Length: %.4f", selectedRope.restLength))
      if im.IsItemHovered() then
      end
      im.Text(string.format("Sim Time: %.3f ms", selectedRope.simTime))
      if im.IsItemHovered() then
    im.Separator()
    im.Text("Overall Performance Stats")
    if im.IsItemHovered() then

    im.Text(string.format("FPS: %.1f", perfStats.fps))
    if im.IsItemHovered() then

      im.Text(string.format("Frame Time: Sim %.1f%% + Render %.1f%% = %.1f%%",
        avgSimPercent, avgRenderPercent, avgSimPercent + avgRenderPercent))

      im.Text(string.format("Objects: %d", mgrStats.objectsRendered))
      if im.IsItemHovered() then

      im.Text(string.format("Total Sim: %.3f ms avg (%.1f%% frame)",
        perfStats.avgTotalSimTime, avgSimPercent))

      im.Text(string.format("Total Render: %.3f ms avg (%.1f%% frame)",
        perfStats.avgTotalRenderTime, avgRenderPercent))
    else
      im.Text("Manager stats not available")
      if im.IsItemHovered() then
      im.Separator()
      im.Text("Per-Rope Performance")
      if im.IsItemHovered() then

      im.Text(string.format("Avg Sim per Object: %.3f ms", avgSimPerObject))
      if im.IsItemHovered() then
@/lua/ge/extensions/editor/missionEditor/genericTypeData.lua
      im.BeginChild1("mfgvarContainter", im.ImVec2(350*scale,350*scale))
      im.Text("Project: " .. mgr.name)
      if not mgr.allowEditing then im.BeginDisabled() end
          im.NextColumn()
          im.Text(elem.elemLabel)
          im.NextColumn()
          im.SameLine()
          im.Text(elem.fieldName)
          im.tooltip(elem.fieldName .." with type: " .. dumps(elem.type))
          im.NextColumn()
          im.Text(elem.elemLabel)
          im.NextColumn()
          im.SameLine()
          im.Text(">")
          im.SameLine()
          im.SameLine()
          im.Text(elem.fieldName)
          im.tooltip(elem.fieldName .." with type: " .. dumps(elem.typeInFG) .. " but should be: " .. dumps(elem.type))
        for i, elem in ipairs(self._sortedVars.found) do
          im.Text(elem.elemLabel)
          im.NextColumn()
          im.SameLine()
          im.Text(elem.fieldName)
          im.tooltip(elem.fieldName .." with type: " .. dumps(elem.type))
          im.SameLine()
          im.Text(elem.name)
          im.tooltip(elem.name .." with type: " .. dumps(elem.type))
    else
      im.Text("No FG Project or no Mission selected!")
    end
  im.SetColumnWidth(0,150)
  im.Text("Mission Type")
  im.NextColumn()
  im.SameLine()
  im.Text(" | ")
  else
    im.Text("No Missiontypedata issues")
  end
      end
      im.Text(dumps(self.mission.missionTypeData or {}))
    else
        pushStyle("red")
        im.Text(self._text[3])
        popStyle()
        -- display char limit
        im.Text("(char limit: "..dumps(self._text[2]/8-2)..")")
      end
@/lua/ge/extensions/flowgraph/nodes/types/getVariable.lua
  else
    im.Text("???")
    ui_flowgraph_editor.tooltip("Variable missing..?")
@/lua/ge/extensions/editor/rallyEditor/notebookInfo.lua

  im.Text("Current Notebook: #" .. self.path.id)
  im.HeaderText("Co-Drivers")
  im.Text("Codrivers are only used for StructuredOnline and Freeform Audio Modes.")

    im.Text("Are you sure you want to delete this codriver?")
    im.Spacing()
    if isLastCodriver then
      im.Text("This is the last codriver for this language.")
      im.Spacing()
      im.Spacing()
      im.Text("You can choose to also delete all pacenotes associated with this codriver's language.")
      im.Spacing()
      im.Spacing()
      im.Text("Language: "..codriver.language)
      im.Spacing()
      im.Spacing()
      im.Text("Consider making a backup of the notebook file before proceeding.")
      im.Text("File: "..self.path.fname)
      im.Text("Consider making a backup of the notebook file before proceeding.")
      im.Text("File: "..self.path.fname)
      im.Spacing()
  im.Spacing()
  im.Text("Name, Language, and Voice ID are used to find the Codriver's audio files.")
  im.Text("Changing them will cause audio files to not be found.")
  im.Text("Name, Language, and Voice ID are used to find the Codriver's audio files.")
  im.Text("Changing them will cause audio files to not be found.")
end
@/lua/ge/extensions/gameplay/rally/loop/speedingDetector.lua
  -- Current limit
  im.Text("Speed Limit: " .. tostring(self.currentLimitKph or "N/A") .. " kph")
  if currentSpeed then
    im.Text(string.format("Current Speed: %.1f kph", currentSpeed))
  else
  else
    im.Text("Current Speed: N/A")
  end
  -- Penalties info
  im.Text(string.format("Total Penalties: %d", #self.penalties))
  if self.timeSinceLastPenalty < self.penaltyRateLimit then
  if self.timeSinceLastPenalty < self.penaltyRateLimit then
    im.Text(string.format("Time Until Penalty Ready: %.1f sec", self.penaltyRateLimit - self.timeSinceLastPenalty))
  else
    local lastPenalty = self.penalties[#self.penalties]
    im.Text(string.format("Last Penalty: %.1f kph avg (%.1f%% prob)",
      lastPenalty.averageSpeed, lastPenalty.probability * 100))
  -- Sampling info
  im.Text(string.format("Sample Rate: %.1f sec", self.sampleRate))
  im.Text(string.format("Time Until Next Sample: %.2f sec", self.sampleRate - self.timeSinceLastSample))
  im.Text(string.format("Sample Rate: %.1f sec", self.sampleRate))
  im.Text(string.format("Time Until Next Sample: %.2f sec", self.sampleRate - self.timeSinceLastSample))
    im.Separator()
    im.Text("Speed Samples (newest to oldest):")
    for i = 0, self.count - 1 do
@/lua/ge/extensions/editor/crawlEditor/waypoints.lua

  im.Text("Pathnodes:")
  im.SameLine()
      if pathnode.missing or not pathnode.pos then
        im.Text("Invalid or missing pathnode")
      else
      else
        im.Text(string.format("Position: (%.1f, %.1f, %.1f)", pathnode.pos.x, pathnode.pos.y, pathnode.pos.z))
        im.Text(string.format("Radius: %.1f", pathnode.radius))
        im.Text(string.format("Position: (%.1f, %.1f, %.1f)", pathnode.pos.x, pathnode.pos.y, pathnode.pos.z))
        im.Text(string.format("Radius: %.1f", pathnode.radius))
        if pathnode.isRecovery then
        if pathnode.isRecovery then
          im.Text("Type: Recovery Point")
        else
        else
          im.Text("Type: Normal")
        end
  if pathnode.missing or not pathnode.pos then
    im.Text("Pathnode " .. sequentialIndex .. " Details")
    im.Separator()

  im.Text("Pathnode " .. sequentialIndex .. " Details")
  im.Separator()
  im.Separator()
  im.Text("Custom Fields")
  self:drawCustomFields(pathnode.customFields or {})
@/lua/ge/extensions/editor/gen/ui.lua
	end
--        im.Text(lbl)
--        if true then return end
--    if im.Combo2(lbl, editor.getTempInt_NumberNumber(isel), "aaaaaa") then
  im.Text(lbl)
  im.SameLine()

	im.Text(lbl)
--        if true then return end

	im.Text(lbl)
	im.SameLine()
	if not nolabel then
		im.Text(lbl)
		im.SameLine()
  end
--    im.Text(text)
	im.TextColored(ctxt, text)
  local ptr = im.BoolPtr(env.ui[key])
  im.Text(lbl)
  im.SameLine()
		im.Columns(1)
--		im.Text(' ')
		im.Dummy(im.ImVec2(0, 16))
			local insector = W.out.Ter and W.out.Ter.out.insector
			im.Text('Alt-Click: pick road start/end')
			im.Text('Shift-Click: '..(W.out.Ter.out.inplace and 'pick sector' or 'add/remove region center'))
			im.Text('Alt-Click: pick road start/end')
			im.Text('Shift-Click: '..(W.out.Ter.out.inplace and 'pick sector' or 'add/remove region center'))
			if not W.out.Ter.out.inplace then
			if not W.out.Ter.out.inplace then
				im.Text('Ctrl-Wheel: '..(insector and '' or 'region resize'))
			end
			end
			im.Text('Click: pick road/junction')
			if inconform then
			if inconform then
				im.Text('Ctrl-Click: append to selection')
				im.Text('Alt-Click: road/exit '..('start/end'))
				im.Text('Ctrl-Click: append to selection')
				im.Text('Alt-Click: road/exit '..('start/end'))
			end
--        im.PushFont3("cairo_semibold_large")
		im.Text('Shape type')
		im.PopFont()
      		im.PushFont3("cairo_regular_medium")
			im.Text('Scope')
      		im.PopFont()

--			im.Text('Scope')
			im.Unindent(8)
--                U.dump(list)
			im.Text('Material')
--            im.Text(W.ifForest() and 'Mesh' or 'Material')
			im.Text('Material')
--            im.Text(W.ifForest() and 'Mesh' or 'Material')
--          if 9 == W.out.curselect then
		im.Columns(3, 'UV', false)
			im.Text('UV u')
		im.NextColumn()
		im.NextColumn()
			im.Text('UV v')
		im.NextColumn()
		im.NextColumn()
			im.Text('Scale')
		im.NextColumn()
      		im.PushFont3("cairo_regular_medium")
			im.Text('Elements')
				im.NextColumn()
				im.Text('Tools')
			end
      		im.PushFont3("segoeui_regular")
--			im.Text('Elements')
			im.Unindent(10)
--[[
							im.Text('Positioning')
							im.Indent(-6)

							im.Text('From left corner')
							im.NextColumn()
							im.NextColumn()
							im.Text('Next spacing')
							im.NextColumn()
							if true or U._PRD == 0 then
								im.Text('Next spacing')
							end
							im.Dummy(im.ImVec2(0, 10))
							im.Text('Balcony spacing')
							im.Indent(-6)

							im.Text('From left corner')
							im.NextColumn()
							im.NextColumn()
							im.Text('Next spacing')
							im.NextColumn()
							im.NextColumn()
							im.Text('Next spacing')
							im.SameLine()
							im.Text('CONT')
							im.TreePop()
							columnRight(174)
							im.Text('C1')
								im.NextColumn()
								im.Text('C1')
--                                combo('Style', 'building_style', {'','residential','industrial'})
								elseif cij and desc.afloor[cij[1]].top.border and desc.afloor[cij[1]].top.border.yes then
					--                                im.Text('BBDD')
									slider('Border width', 'roofborder_width', {0.01, 3})
									hasridge = true
					--                                    im.Text('RIDGE')
								end
							im.Unindent(-6)
							im.Text('')
							im.Dummy(im.ImVec2(0, 0))
							color)--, 2, nil, 2)
						im.Text(k)
						im.SameLine()
						im.SameLine()
						im.Text(v)

--            im.Text("Clients:")
--            im.Text("Clients:"..tostring(im.GetCursorPos().x)..':'..tostring(im.GetCursorPos().y))
--            im.Text("Clients:")
--            im.Text("Clients:"..tostring(im.GetCursorPos().x)..':'..tostring(im.GetCursorPos().y))
		end
--        im.Separator()
--        im.Text("Clients")
--[[
						im.Unindent(-6)
						im.Text('')
						im.Dummy(im.ImVec2(0, 0))
						color)--, 2, nil, 2)
					im.Text(k)
					im.SameLine()
					im.SameLine()
					im.Text(v)

--            im.Text("Clients:")
--            im.Text("Clients:"..tostring(im.GetCursorPos().x)..':'..tostring(im.GetCursorPos().y))
--            im.Text("Clients:")
--            im.Text("Clients:"..tostring(im.GetCursorPos().x)..':'..tostring(im.GetCursorPos().y))
	end
@/lua/ge/extensions/editor/missionPlaybook/unlockedMissionsViewer.lua
      im.Columns(3)
      im.Text("Startable") im.NextColumn()
      im.Text("Visible")   im.NextColumn()
      im.Text("Startable") im.NextColumn()
      im.Text("Visible")   im.NextColumn()
      im.Text("Invisible") im.Separator() im.NextColumn()
      im.Text("Visible")   im.NextColumn()
      im.Text("Invisible") im.Separator() im.NextColumn()
          else
            im.Text(id)
          end
@/lua/ge/extensions/flowgraph/nodes/math/increaser.lua
  builder:Middle()
  im.Text("%0.4f", self.data.currentValue)
end
@/lua/ge/extensions/editor/trafficManager.lua
      if not next(session.lights) then
        im.Text("Create a traffic light via the left panel to begin.")
      else
      else
        im.Text("Select an item from the list to edit details.")
      end

        im.Text("Traffic Light Objects")
@/lua/ge/extensions/editor/crawlEditor/presets.lua
    if im.Begin("Save Boundary Component", showBoundaryDialogPtr, nil) then
      im.Text("Enter a name for the boundary component:")
      im.InputText("##boundaryPresetName", self:getBoundaryPresetName(), 256)
    if im.Begin("Save Pathnode Component", showPathnodeDialogPtr, nil) then
      im.Text("Enter a name for the pathnode component:")
      im.InputText("##pathnodePresetName", self:getPathnodePresetName(), 256)
    if im.Begin("Save Trail Component", showTrailDialogPtr, nil) then
      im.Text("Enter a name for the trail component:")
      im.InputText("##trailPresetName", self:getTrailPresetName(), 256)
    if im.Begin("Component Manager", self:getShowPresetManagerPtr(), nil, im.ImVec2(600, 400)) then
      im.Text("Trail Components")
      im.Separator()
        for _, component in ipairs(trailComponents) do
          im.Text(component.name)
          im.SameLine()

      im.Text("Boundary Components")
      im.Separator()
        for _, component in ipairs(boundaryComponents) do
          im.Text(component.name)
          im.SameLine()

      im.Text("Pathnode Components")
      im.Separator()
        for _, component in ipairs(pathnodeComponents) do
          im.Text(component.name)
          im.SameLine()
@/lua/ge/extensions/flowgraph/nodes/vehicle/spawnVehicle.lua
  builder:Middle()
  im.Text("State:" .. tostring(self.state))
  im.Text("Veh Id:" .. tostring(self.spawnedObjectId))
  im.Text("State:" .. tostring(self.state))
  im.Text("Veh Id:" .. tostring(self.spawnedObjectId))
end
@/lua/ge/extensions/editor/materialEditor.lua
    local _, base = path.splitWithoutExt(res or '')
    im.Text('['..((base and base ~= '') and base or tostring(res))..']')
    local cursorPosY = im.GetCursorPosY()
    im.Text("Material Name:")
    im.SameLine()
    im.SetCursorPosY(cursorPosY + v.inputWidgetHeight + v.style.ItemSpacing.y)
    im.Text("Map to:")
    im.SameLine()

    im.Text("Path:")
    im.SameLine()
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/directlyTo.lua
  builder:Middle()
  im.Text("Complete " .. tostring(self.complete))
  im.Text("Started " .. tostring(self.started))
  im.Text("Complete " .. tostring(self.complete))
  im.Text("Started " .. tostring(self.started))
  --debugDrawer:drawSphere(self.position, 0.25, self.markerColor)
@/lua/ge/extensions/editor/dragRaceEditor/lanes.lua
  im.BeginChild1("lanes", im.ImVec2(0, 150), true)
  im.Text("Lanes")
  im.Separator()
  im.BeginChild1("laneDetails", im.ImVec2(0, 0), true)
  im.Text("Lane Details")
  im.Separator()

  im.Text("ID: ")
  im.SameLine()

  im.Text("Name: ")
  im.SameLine()

  im.Text("Short Name: ")
  im.SameLine()

  im.Text("Long Name: ")
  im.SameLine()

  im.Text("Color: ")
  im.SameLine()

  im.Text("Lane Order: ")
  im.SameLine()
  im.NewLine()
  im.Text("Waypoints: " .. #lane.waypointIds)
  im.NewLine()
  im.Text("Boundary ID: ")
  im.SameLine()
@/lua/ge/extensions/career/modules/delivery/vehicleTasks.lua
  if im.Begin("Trailer Tasks Debug") then
    im.Text(dumps(vehicleTasks))
@/lua/ge/extensions/flowgraph/nodes/gameplay/countdown.lua
      end
      im.Text(txt)
    end
    if self.done then
      im.Text("Done")
    else
    else
      im.Text("Stopped")
    end
  else
    im.Text("Running")
  end
@/lua/ge/extensions/flowgraph/nodes/activity/activityFlow.lua
function C:drawMiddle()
  im.Text("Activity: "..(self.mgr.activity and "yes" or "no"))
  im.TextColored(self.mgr.activity and colorEnabled or colorDisabled, self.mgr.activity and ("..."..self.mgr.activity.id:sub(-15)) or "(standalone)")
  im.BeginTooltip()
  im.Text(self.mgr.activity and ("This flowgraph is being managed by activity id: "..self.mgr.activity.id) or "This flowgraph has no associated activity. Running in limited compatibility mode (some activity nodes may not work correctly)")
  im.EndTooltip()
@/lua/ge/extensions/flowgraph/nodes/states/stateExit.lua
  builder:Middle()
  im.Text(self.transitionName or "No Transition!")
  --im.BeginChild1("child",im.ImVec2(self.sliderWidth[0],50), true)
@/lua/ge/extensions/editor/raceEditor.lua
      if im.BeginMenu("File") then
        im.Text(previousFilepath .. previousFilename)
        im.Separator()
@/lua/ge/extensions/editor/dataBlockEditor.lua
      if im.Begin("DataBlock Deleted", nil , 0) then
        im.Text("The DataBlock has been removed from its file and upon restart will cease to exist" )
        if im.Button("OK") then
    if editor.beginWindow(createDataBlockWindowName, "Create new DataBlock") then
      im.Text("Choose a name for the new DataBlock")
      im.InputText("##dataBlockName", newDataBlockName)
      im.InputText("##dataBlockName", newDataBlockName)
      im.Text("Copy values from")
      if im.BeginCombo("##dataBlock", dataBlockToCopyName) then
@/lua/ge/extensions/flowgraph/nodes/environment/planet.lua
    local surfaceGravity = C.gConst * (self.pinIn.mass.value / (self.pinIn.radius.value*self.pinIn.radius.value))
    im.Text("Surface Gravity: %0.3f", surfaceGravity)
  end
@/lua/ge/extensions/editor/missionEditor/progressSetup.lua
      end
      im.Text(dumps(self.missionInstance.saveData or {}))
    else
        pushStyle("red")
        im.Text(self._text[3])
        popStyle()
        -- display char limit
        im.Text("(char limit: "..dumps(self._text[2]/8-2)..")")
      end
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamBeautifier.lua
    im.PushFont3("cairo_semibold_large")
    im.Text("Sections to Beautify:")
    im.PopFont()
    im.PushFont3("cairo_semibold_large")
    im.Text("Settings:")
    im.PopFont()
@/lua/ge/extensions/editor/raceEditor/pathnodes.lua
      end
      im.Text("Current Pathnode: #" .. self.index)
      im.SameLine()
      end
      im.Text("Mode: " .. node.mode)
      im.SameLine()
function C:drawCustomFields(fields)
  im.Text("Custom Fields")
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamModifierLeakVis.lua
      im.PushStyleColor2(im.Col_Text, imYellowCol)
      im.Text("Warning! Not all modifiers shown due to ImGui's table maximum column count of 64.")
      im.PopStyleColor()
@/lua/ge/extensions/gameplay/drift/drift.lua
    if im.Begin("Drift detection") then
      im.Text("Is drifting : " .. ((isDrifting and "Yes") or "No"))
      im.Text("Is crashing : " .. ((isCrashing and "Yes") or "No"))
      im.Text("Is drifting : " .. ((isDrifting and "Yes") or "No"))
      im.Text("Is crashing : " .. ((isCrashing and "Yes") or "No"))
      im.Text("Is reverse cheesing : " .. ((isReverseCheesing and "Yes") or "No"))
      im.Text("Is crashing : " .. ((isCrashing and "Yes") or "No"))
      im.Text("Is reverse cheesing : " .. ((isReverseCheesing and "Yes") or "No"))
      im.Text("Is in the air : " .. ((isInTheAir and "Yes") or "No"))
      im.Text("Is reverse cheesing : " .. ((isReverseCheesing and "Yes") or "No"))
      im.Text("Is in the air : " .. ((isInTheAir and "Yes") or "No"))
      im.Text(string.format("Air speed : %d(%d) kph", kphAirSpeed or 0, avrgRefPointsKphSpeed or 0))
      im.Text("Is in the air : " .. ((isInTheAir and "Yes") or "No"))
      im.Text(string.format("Air speed : %d(%d) kph", kphAirSpeed or 0, avrgRefPointsKphSpeed or 0))
      im.Text(string.format("Min required angle : %0.2f", driftOptions.minAngle or 0))
      im.Text(string.format("Air speed : %d(%d) kph", kphAirSpeed or 0, avrgRefPointsKphSpeed or 0))
      im.Text(string.format("Min required angle : %0.2f", driftOptions.minAngle or 0))
      im.Text(string.format("Drift complete time : %0.2f", currDriftCompleteTime or 0))
      im.Text(string.format("Min required angle : %0.2f", driftOptions.minAngle or 0))
      im.Text(string.format("Drift complete time : %0.2f", currDriftCompleteTime or 0))
      im.Text(string.format("Time to confirmation : %0.2f", currDriftCompletedTimer))
      im.Text(string.format("Drift complete time : %0.2f", currDriftCompleteTime or 0))
      im.Text(string.format("Time to confirmation : %0.2f", currDriftCompletedTimer))
      im.Text(string.format("Acceleration : %0.2f", accelerationSmoothed or 0))
      im.Text(string.format("Time to confirmation : %0.2f", currDriftCompletedTimer))
      im.Text(string.format("Acceleration : %0.2f", accelerationSmoothed or 0))
        local avgDriftAngle = driftActiveData.totalAngles / driftActiveData.totalSteps
        im.Text(string.format("Angle : %d °", currDegAngle))
        im.Text(string.format("Total drift distance : %d", driftChainActiveData.totalDriftDistance))
        im.Text(string.format("Angle : %d °", currDegAngle))
        im.Text(string.format("Total drift distance : %d", driftChainActiveData.totalDriftDistance))
        im.Text(string.format("Average drift angle : %d", avgDriftAngle))
        im.Text(string.format("Total drift distance : %d", driftChainActiveData.totalDriftDistance))
        im.Text(string.format("Average drift angle : %d", avgDriftAngle))
        im.Text(string.format("Wall distance front : %f", driftActiveData.closestWallDistanceFront))
        im.Text(string.format("Average drift angle : %d", avgDriftAngle))
        im.Text(string.format("Wall distance front : %f", driftActiveData.closestWallDistanceFront))
        im.Text(string.format("Wall distance rear : %f", driftActiveData.closestWallDistanceRear))
        im.Text(string.format("Wall distance front : %f", driftActiveData.closestWallDistanceFront))
        im.Text(string.format("Wall distance rear : %f", driftActiveData.closestWallDistanceRear))
      end

      im.Text("Balance mode : " .. (balanceMode and "Yes" or "No"))
      if debugToggleSmothnessGraph[0] then
        im.Text(string.format("Drift smoothness : %0.2f", driftSmoothnessData and driftSmoothnessData.smoothness or 0))
        im.SameLine()
@/lua/ge/extensions/gameplay/drift/stuntZones.lua
      im.Separator()
      im.Text("Gymkhana options")
      if im.Button("Spawn stunt zones around me") then
      im.Separator()
      im.Text("Benchmark")
      local tempStuntZones = {}
      im.Separator()
      im.Text("Stunt zone count : " .. #stuntZones)
      im.Checkbox('Draw lines', drawLines)
        for _, stuntZone in ipairs(stuntZones) do
          im.Text(stuntZone.data.zoneData.type .. " id : " .. stuntZone.data.id)
          im.SameLine()
@/lua/ge/extensions/editor/scriptAIManager.lua

    im.Text('ID/Vehicle Name')
    im.NextColumn()
    im.NextColumn()
    im.Text('State')
    im.NextColumn()

    im.Text('Progress')
    --im.BeginGroup()

      im.Text('%s', statetxt)
    im.Dummy(im.ImVec2(im.GetContentRegionAvailWidth(), 0))
    im.Text('Debug: ')
    im.SameLine()
@/lua/ge/extensions/editor/preferences.lua
    if imgui.BeginPopupModal("Reset Category Preferences To Defaults", nil, imgui.WindowFlags_AlwaysAutoResize) then
      imgui.Text("Do you really want to reset this category preferences to default values ?\n"..
                "Warning: This operation is not undoable.\n\n\n")
      if imgui.BeginPopupModal("Reset All To Defaults", nil, imgui.WindowFlags_AlwaysAutoResize) then
        imgui.Text("Do you really want to reset all preferences to default values ?\n"..
                  "Warning: This operation is not undoable.\n\n\n")
local function myUi(cat, subCat, item)
  imgui.Text(tostring(editor.getPreference(item.path)))
end
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
                                im.TableNextColumn()
                                im.Text(env.ui['lod_up'] == k and ' *' or '')
                                im.TableNextColumn()
                                im.TableNextColumn()
                                im.Text(v.name or 'NONE')
                                if im.IsItemClicked() then
                                im.TableNextColumn()
                                im.Text(v.area or '')
                                im.TableNextColumn()
                                im.TableNextColumn()
                                im.Text(v.nface or '')
                            end, {0,20,5,4}, {'','LOD','Area','Faces'})
                                else
                                    im.Text(v.name)
                                end
                                im.TableNextColumn()
                                im.Text(''..(#v.abeam>0 and #v.abeam or ''))
                                if v.exp then
                                        else
                                            im.Text('- '..d)
                                        end
                                        im.TableNextColumn()
                                        im.Text(daedata.dgeo[name2ind[d]].area or '')
                                        im.TableNextColumn()

    --                            im.Text('C')
    --                            im.SameLine()
                                    end
    --                                im.Text(v.key==env.ui['geo_up'] and ' * ' or '')
    --                                local c = im.ImVec4(0.3, 0.3, 0.3, 0.9)
                                end
    --                            im.Text(U.index(ageopin,v.key)[1] and '  *' or '')
                                im.TableNextColumn()
                                else
                                    im.Text(v.name or 'NONE') --daedata.dgeo[k].name)
                                end
                                im.TableNextColumn()
                                im.Text(v.area or '')
                                if v.abeam then
--                                    im.Text(tostring(#v.abeam))
                                else
                                else
                                    im.Text(not env.ui['model_on'] and v.nface or '')
                                end
                        im.BeginChild1('PARTS', im.ImVec2(0, avail.y/(env.ui['model_on'] and 1 or 2)), false)
--                            im.Text(''..avail.x..':'..avail.y)
-------------------------
                            if im.BeginListBox(id, im.ImVec2(-1,lineH*#geonode.astep)) then
--                                    im.Text('GEO_PATH')
--                                local curx = im.GetCursorPosX()
                                    if daedata.dgeo[v] then
                                        im.Text(tostring(daedata.dgeo[v].name))
                                    end
--                        elseif env.ui['geo_up'] then
--                            im.Text('TO_LINKS:'..tostring(env.ui['geo_up']))
--[[
-------------------------
--                            im.Text('BEAM_GROUPS')
                            id = id + 1
                                    im.TableNextColumn()
                                    im.Text(tostring(#v.list))
                                    if im.IsItemHovered() then
                                    im.TableNextColumn()
                                    im.Text(v.strength==math.huge and 'inf' or v.strength or '')
                                    im.TableNextColumn()
                                    im.TableNextColumn()
                                    im.Text(v.deform or '')
                                    im.TableNextColumn()
                                    im.TableNextColumn()
                                    im.Text(v.spring or '')
                                    im.TableNextColumn()
                                    im.TableNextColumn()
                                    im.Text(v.damp or '')
                                    im.TableNextColumn()
                                            im.TableNextColumn()
                                            im.Text(i..'.')
--                                            im.Text(_..'/'..#v.list)
                                            im.Text(i..'.')
--                                            im.Text(_..'/'..#v.list)
                                            im.TableNextColumn()
                                            im.TableNextColumn()
                                            im.Text(b.a)
                                            im.TableNextColumn()
                                            im.TableNextColumn()
                                            im.Text(b.b)
                                            im.TableNextColumn()
                        if im.BeginListBox(id, im.ImVec2(-1,-1)) then
--                            im.Text('TODO: inputs')

--                                    im.Text('BAGS')
--    debugDrawer:drawSphere(pos, 50, ColorF(1,0,0,1), false)
                                for k,v in pairs(geonode.apart) do
                                    im.Text(daedata.dgeo[v] and tostring(daedata.dgeo[v].name) or 'NONE')
                                    if im.IsItemHovered() then
-------------------------
--                                im.Text('TODO: inputs')
                                if beamdata.agpick and #beamdata.agpick == 1 and not inmesh then
                            im.ImVec4(1.0, 1.0, 0.0, 1))
    --                                        im.Text('>')
                                            if im.IsItemClicked() then
                                            im.TableNextColumn()
                                            im.Text(i..'    / '..#b.list..' /')
    --                                        im.Text((toroman[i] or 0)..'    / '..#b.list..' /')
                                            im.Text(i..'    / '..#b.list..' /')
    --                                        im.Text((toroman[i] or 0)..'    / '..#b.list..' /')
                                            if im.IsItemHovered() then
                                end
--                                im.Text('TODO: inputs<<')
                            end
                                    im.TableNextColumn()
                                    im.Text('aaaa')
                                    im.TableNextColumn()
                                    im.TableNextColumn()
                                    im.Text('bbbb')
]]
                            for i,af in pairs(fbag) do
                                im.Text(''..#af)
                            end
                                        im.TableNextColumn()
--                                            im.Text('ifp:'..k..':'..#env.ui['piece_up']..':'..tostring(#U.index(env.ui['piece_up'],k))..'<<')
                                        im.Text(U.index(apiece,k)[1] and ' * ' or '')
--                                            im.Text('ifp:'..k..':'..#env.ui['piece_up']..':'..tostring(#U.index(env.ui['piece_up'],k))..'<<')
                                        im.Text(U.index(apiece,k)[1] and ' * ' or '')
                                        im.TableNextColumn()
                                        else
                                            im.Text('Piece '..k)
                                        end
                                        im.TableNextColumn()
                                        im.Text(''..#v)
                                    end, {1,20,5})
                                env.ui['piece_over'] = env.ui['on_piece']
--                                im.Text('?? PICES:'..tostring(env.ui['geo_up']))
--[[
                                    for i,d in pairs(daedata.dgeo[env.ui['geo_up'] ].abag) do
                                        im.Text('Piece '..i..' /'..#d..'/')
                                    end
                        for i,list in pairs(bag4surf) do
                            im.Text(toroman[i])
                            id = id + 1
                                    im.PushItemWidth(200)
                                    im.Text(j..' - '..#af)
                                    im.PopItemWidth()
            im.SetColumnWidth(2, (im.GetWindowWidth()-(butwidth+flipwidth))/2)
--            im.Text('FLIP')
            if indae and env.ui['model_on'] then
            im.NextColumn()
--                im.Text('Shape type_POST')
--            im.NextColumn()
--            im.BeginChild1('FILES', im.ImVec2(0, -1), true)
--            im.Text('Shape type_POST2')
--            im.EndChild()
                im.Columns(2, "fsNode", false)
    --            im.Text('Shape type')
                local panelW = im.GetColumnWidth(1)
--                local id,color = 1
    --            im.Text('Shape type')
                if im.BeginListBox(id, im.ImVec2(-1,avail.y-40)) then
                            if j == fsnode.cfile then
                                im.Text(' *')
                            end
                            im.TableNextColumn()
                            im.Text(env.ui['model_up'] == k and ' * ' or '')
                            im.TableNextColumn()
                            im.TableNextColumn()
--                                im.Text('MU:'..tostring(env.ui['model_up']))
                            im.Text(v)
--                                im.Text('MU:'..tostring(env.ui['model_up']))
                            im.Text(v)
                            if im.IsItemClicked() then
                            if dimg[v] then
    --                                im.Text('ICN')
                                im.Image(dimg[v].tex:getID(),
    --            if im.BeginListBox(id, im.ImVec2(-1,#fsnode.afile*(lineH-3))) then
    --                    im.Text('Shape type_PRE:'..#fsnode.afile)
    --                    im.Text('Shape type_POST')
    --                    im.Text('Shape type_PRE:'..#fsnode.afile)
    --                    im.Text('Shape type_POST')
        --                    im.tooltip('Favo')
        --                    im.Text(fsnode.path[i])
                            im.NextColumn()
                        im.EndListBox()
        --                im.Text('Shape type')
                    end
    --            im.BeginGroup()
    --            im.Text('Shape type')
                            im.NextColumn()
    --                    im.Text(fsnode.adir[i])
    --                        lo('?? for_DIR:'..tostring(fsnode.adir[i]))
--                UI.combo('Models','model_up',amodel,env.ui['model_up'])
--                im.Text('MODELS')
            end

--                    im.Text('AAAAw')
--                    im.Text('AAAA3')
--                    im.Text('AAAAw')
--                    im.Text('AAAA3')
--                    im.EndChild()
                    for i,list in pairs(bag4surf) do
                        im.Text(toroman[i])
                    end
                    for i,list in pairs(bag4surf) do
--                        im.Text(tostring(cgeo))
                        im.Text(toroman[i])
--                        im.Text(tostring(cgeo))
                        im.Text(toroman[i])
--                        im.Text(cgeo..' - '..toroman[i])
                        im.Text(toroman[i])
--                        im.Text(cgeo..' - '..toroman[i])
--                        im.TextColored(im.ImVec4(daedata.dgeo[cgeo].mat.c[1],daedata.dgeo[cgeo].mat.c[2],daedata.dgeo[cgeo].mat.c[3],0.7), toroman[i])
                    for i,list in pairs(bag4surf) do
                        im.Text('AAA')
                        im.NextColumn()
                            for j,af in pairs(list) do
                                im.Text(j)
                            end
                                    im.SameLine()
                                    im.Text(''..i)
                                    im.NextColumn()
]]
--                im.Text('Shape type_POST'..cdaeHeight)
--[[
                                im.TableNextColumn()
                                im.Text(U.index(ageopin,v.key)[1] and '  *' or '')
                                im.TableNextColumn()
                                im.TableNextColumn()
                                im.Text(v.name) --daedata.dgeo[k].name)
                                if im.IsItemHovered() then-- and k ~= env.ui['geo_on'] then
                                if v.abeam then
                                    im.Text(tostring(#v.abeam))
                                end
                                cbg = im.ImVec4(v.mat.c[1],v.mat.c[2],v.mat.c[3],0.2)
                                im.Text(U.index(ageopin,k)[1] and '*' or ' ')
                                im.NextColumn()
    --                            cbg[4] = 0.2
                                im.Text(tostring(v.name)..' / '..#v.m.verts..' /')
    --                            im.Text(k..' / '..#v.m.verts..' /')
                                im.Text(tostring(v.name)..' / '..#v.m.verts..' /')
    --                            im.Text(k..' / '..#v.m.verts..' /')
    --                            UI.buttonTxt('geo_up', k, nil, color, cbg)
@/lua/ge/extensions/flowgraph/nodes/ui/buttons/setMultipleButtonsProperty.lua
  im.Columns(2, "layoutColumns")
  im.Text("Button Ids")
  im.NextColumn()
@/lua/ge/extensions/flowgraph/nodes/types/string.lua
    if #self.string > 10 then
      im.Text(self.string:sub(1,10).. "...")
    else
    else
      im.Text(self.string)
    end
@/lua/ge/extensions/flowgraph/link.lua
    im.SetCursorPos(im.ImVec2(center.x - txtSize.x/2+3, center.y - txtSize.y/2+3))
    im.Text(self.label)
    --ui_flowgraph_editor.Resume()
    im.Separator()
    im.Text("id: %s", tostring(self.id))
    im.Text("From: %s", tostring(self.sourcePin.id))
    im.Text("id: %s", tostring(self.id))
    im.Text("From: %s", tostring(self.sourcePin.id))
    im.Text("To: %s", tostring(self.targetPin.id))
    im.Text("From: %s", tostring(self.sourcePin.id))
    im.Text("To: %s", tostring(self.targetPin.id))
  end
@/lua/ge/extensions/ui/messagesTasksAppContainers.lua
  for containerId, container in pairs(appContainersById) do
    im.Text("Container: " .. containerId)
    local visibleApps = getVisibleApps(containerId)
    im.Text("Visible Apps: " .. #visibleApps .. "/" .. tableSize(container.apps))

    im.Text("App Controls:")
    for _, appId in ipairs(tableKeysSorted(container.apps)) do
      im.SameLine()
      im.Text(isVisible and "✓" or "✗")
    end
    if #visibleApps > 0 then
      im.Text("Currently Visible:")
      for _, appId in ipairs(visibleApps) do
@/lua/ge/extensions/flowgraph/nodes/gameplay/sites/zoneByName.lua
    if cZone then
      im.Text("Currently selected Zone in editor:")
      im.Text(cZone.name)
      im.Text("Currently selected Zone in editor:")
      im.Text(cZone.name)
      if im.Button("Hardcode to zoneName Pin") then
@/lua/ge/extensions/editor/sceneTree.lua
      if #selectedNodePathNodes == 0 then
        imgui.Text("")
      end
        end
        if i > 1 then imgui.SameLine() imgui.Text(">") imgui.SameLine() end
      end
@/lua/ge/extensions/editor/util/vehicleSelectUtil.lua

  im.Text("Type")
  im.NextColumn()

  im.Text("Model")
  im.NextColumn()
  if self.enableConfigs then
    im.Text("Config")
    im.NextColumn()
        if self.paintLayers == 1 then
          im.Text("Paint")
        else
        else
          im.Text("Paint "..i)
        end
@/lua/ge/extensions/editor/dragRaceEditor/facilities.lua
M.drawFacilitiesList = function()
  im.Text("Facilities:")
  im.SameLine()

  im.Text("Facility Details")
  im.Separator()

  im.Text("ID: ")
  im.SameLine()

  im.Text("Name: ")
  im.SameLine()

  im.Text("Description: ")
  im.SameLine()
  im.NewLine()
  im.Text("Main Strip:")
  else
    im.Text("No strips available in current level")
  end
  im.NewLine()
  im.Text("Strips: " .. #facility.stripIds)
@/lua/ge/extensions/editor/fileDialog.lua
      if options.select_folder then
        im.Text("New folder:")
        im.SameLine()
        if im.BeginPopupModal("Error##FileDialog_ErrorPopup", nil, im.WindowFlags_AlwaysAutoResize) then
          im.Text("Please provide a valid name for the new folder!")
          im.Separator()
      if not options.select_folder then
        im.Text("File name:")
        im.SameLine()
@/lua/ge/extensions/editor/sitesEditor/sortedListDisplay.lua
function C:drawCustomFields(fields)
  im.Text("Custom Fields")
  local remove
  if #self.selections > 1 then
    im.Text("Shared Tags")
  else
  else
    im.Text("Tags")
  end
  if not self.sharedSelectedTags or tableSize(self.sharedSelectedTags) == 0 then
    im.Text("No Tags yet")
  else
    if self.popupTag and im.BeginPopup("TagPopup") then
      im.Text("Tag: " .. self.popupTag)
      im.Separator()
@/lua/ge/extensions/editor/api/gui.lua
  if not color then
    imgui.Text(text)
  else
  if imgui.Image(iconsTex.texId, size, tempVec2B, tempVec2C, col, borderCol) then return true end
  if label then imgui.SameLine() imgui.Text(label) end
end
  imgui.SameLine()
  imgui.Text(label:match("[%w%s]*"))
@/lua/ge/extensions/editor/assetManagementTool.lua
  imgui.Separator()
  imgui.Text(tostring(tableSize(assetsByHash)) .. " asset record(s)")
    imgui.SameLine()
    imgui.Text(", " .. tostring(selectedCount) .. " selected ")
  end
    imgui.SameLine()
    imgui.Text(", " .. tostring(visibleRecordCount) .. " found in filter")
  end

  imgui.Text("Selection operations:")
  imgui.SameLine()
        imgui.PushItemWidth(-1)
        imgui.Text(path)
        imgui.PopItemWidth()
        if isFirstPath then
          imgui.Text(hash or "")
        end
  imgui.SameLine()
  imgui.Text("File Types:")
  imgui.SameLine()
        imgui.TableNextColumn()
        imgui.Text(record.linkPath or "ERROR")
        imgui.TableNextColumn()
        imgui.Text(record.path or "NONE")
        imgui.TableNextColumn()
        imgui.Text(record.hash or "NONE")
        imgui.TableNextColumn()
        imgui.Text(record.time or "NOT SET")
      end
local function assetNamingCheckerUi()
  imgui.Text("Naming check scan path:")
  imgui.SameLine()

  imgui.Text("File Types:")
  imgui.SameLine()
        imgui.TableNextColumn()
        imgui.Text(record.filename or "ERROR")
        imgui.TableNextColumn()
        imgui.Text(record.suggestedFilename or "NONE")
local function delinkerUi()
  imgui.Text("Delinking will copy the target files from the link files, next to them, this way one could pack a level with no external asset references.")
  imgui.Text("Link files will not be deleted (no need to), actual asset files will take precedence when level is loaded.")
  imgui.Text("Delinking will copy the target files from the link files, next to them, this way one could pack a level with no external asset references.")
  imgui.Text("Link files will not be deleted (no need to), actual asset files will take precedence when level is loaded.")
  imgui.Text("If target asset filename is different from link file name, the copy will be renamed to the latter.")
  imgui.Text("Link files will not be deleted (no need to), actual asset files will take precedence when level is loaded.")
  imgui.Text("If target asset filename is different from link file name, the copy will be renamed to the latter.")
  imgui.Separator()
  imgui.Separator()
  imgui.Text("Delink Folder Path:")
  imgui.SameLine()
        imgui.TableNextColumn()
        imgui.Text(record.filename or "ERROR")
local function relinkerUi()
  imgui.Text("WARNING! Relinking will delete the asset files next to their link files (same file name, less the .link postfix), if they exist, this way only link files remain")
  imgui.Text("WARNING! THIS OPERATION WILL PERMANENTLY DELETE THE ASSET FILES.")
  imgui.Text("WARNING! Relinking will delete the asset files next to their link files (same file name, less the .link postfix), if they exist, this way only link files remain")
  imgui.Text("WARNING! THIS OPERATION WILL PERMANENTLY DELETE THE ASSET FILES.")
  imgui.Text("Use this tool only to eliminate any assets after a delink operation.")
  imgui.Text("WARNING! THIS OPERATION WILL PERMANENTLY DELETE THE ASSET FILES.")
  imgui.Text("Use this tool only to eliminate any assets after a delink operation.")
  imgui.Separator()
  imgui.Separator()
  imgui.Text("Relink Folder Path:")
  imgui.SameLine()
        imgui.TableNextColumn()
        imgui.Text(record.filename or "ERROR")
    imgui.Spacing()
    imgui.Text("Remove the selected assets from list ? (wont delete any file, cannot undo!)")
    imgui.Spacing()
    imgui.Spacing()
    imgui.Text("Clear the asset duplicates list ?")
    imgui.Spacing()
    imgui.Spacing()
    imgui.Text("Delete the invalid link files ? (Cannot undo)")
    imgui.Spacing()
    imgui.Spacing()
    imgui.Text("INFO: This will copy the first file in the lists to the new path\nONLY if the new file doesnt exists, it will not overwrite it.")
    imgui.Text("Migrating assets...")
    imgui.Text("INFO: This will copy the first file in the lists to the new path\nONLY if the new file doesnt exists, it will not overwrite it.")
    imgui.Text("Migrating assets...")
    imgui.Text(message)
    imgui.Text("Migrating assets...")
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text("Searching for duplicates of the assets in the list, inside:" .. searchForDuplicatesPath)
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text("Searching for duplicates of the assets in the list, inside:" .. searchForDuplicatesPath)
    imgui.Text(message)
    imgui.Text("Searching for duplicates of the assets in the list, inside:" .. searchForDuplicatesPath)
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text("Searching for all game duplicates...")
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text("Searching for all game duplicates...")
    imgui.Text(message)
    imgui.Text("Searching for all game duplicates...")
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text(message)
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text(message)
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text(message)
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text("ERROR: You still have new target paths with the default text: '" .. newPathNotSetString .. "', please set a proper path.")
    imgui.Spacing()
    imgui.Spacing()
    imgui.Text("The asset list was saved.")
    imgui.Spacing()
    imgui.Spacing()
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text(message)
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text(message)
    imgui.Text("ATTENTION: Game must be in focus, otherwise the process is paused.")
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
@/lua/ge/extensions/flowgraph/nodes/scene/rectMarker.lua
  if self.data.filterName ~= "" then
    im.Text("Trigger Name")
    ui_flowgraph_editor.tooltip("Trigger Name: " .. tostring(self.triggerName))
@/lua/ge/extensions/gameplay/race/race.lua
  local colWidth = im.CalcTextSize("99:99:999").x + 15 * im.uiscale[0]
  im.Text("Vehicle " .. id)
  im.Columns(2)
  im.SetColumnWidth(0,colWidth)
  im.Text("Time")
  im.NextColumn()
  im.NextColumn()
  im.Text("Event")
  im.NextColumn()
  if self.states[id].active then
    im.Text(self:raceTime(self.time))
    im.NextColumn()
    local e = eventLog[i]
    im.Text(self:raceTime(e.time))
    im.NextColumn()
    im.NextColumn()
    im.Text(e.name)
    im.NextColumn()
  else
    im.Text("Det")
  end
  if state.complete then
    im.Text("Complete!")
  else
  else
    im.Text("Lap " .. (state.currentLap+1) .."/".. self.lapCount )
  end
    if self.lapCount > 1 then
      im.Text("Total")
      im.NextColumn()
      im.NextColumn()
      im.Text(self:raceTime(self.time - state.startTime))
      im.NextColumn()
    local currentLapStart = state.currentLap == 0 and state.startTime or state.historicTimes[#state.historicTimes].endTime
    im.Text("Lap " .. (state.currentLap+1))
    im.NextColumn()
    im.NextColumn()
    im.Text(self:raceTime(self.time - currentLapStart))
    im.NextColumn()
  if state.complete then
    im.Text("Total")
    im.NextColumn()
    im.NextColumn()
    im.Text(self:raceTime(state.endTime - state.startTime))
    im.NextColumn()
    for i = #state.historicTimes, 1, -1 do
      im.Text("Lap " .. (state.historicTimes[i].lap+1))
      im.NextColumn()
      im.NextColumn()
      im.Text(self:raceTime(state.historicTimes[i].duration))
      im.NextColumn()
    end
    im.Text(prefix .. txt)
    im.NextColumn()
    im.NextColumn()
    im.Text(self:raceTime(seg.duration))
    im.NextColumn()
function C:inDrawLapTimes(lTimes, im)
  im.Text("Lap " ..(1+lTimes.lap) )
  im.NextColumn()
  im.NextColumn()
  im.Text(self:raceTime(lTimes.duration))
  im.NextColumn()
@/lua/ge/extensions/editor/rallyEditor.lua
        if currentPath then
          im.Text(currentPath.fname)
          im.Separator()
    if im.BeginPopupModal("Generate All Freeform##genAllFreeform", nil, im.WindowFlags_AlwaysAutoResize) then
      im.Text("Generate all freeform notes from structured notes?")
      im.Text("Text for all freeform pacenotes may be changed.")
      im.Text("Generate all freeform notes from structured notes?")
      im.Text("Text for all freeform pacenotes may be changed.")
      im.Text("Make a backup before proceeding.")
      im.Text("Text for all freeform pacenotes may be changed.")
      im.Text("Make a backup before proceeding.")
      im.Separator()
        if diff > 3600*24 then
          im.Text(string.format("saved %dd ago", math.floor(diff / (3600*24))))
        elseif diff > 3600 then
        elseif diff > 3600 then
          im.Text(string.format("saved %dh ago", math.floor(diff / 3600)))
        elseif diff > 60 then
        elseif diff > 60 then
          im.Text(string.format("saved %dm ago", math.floor(diff / 60)))
        else
        else
          im.Text(string.format("saved %ds ago", diff))
        end
      -- im.SameLine()
      -- im.Text(""..tostring(currentPath.fname))

      -- im.Text("Mission: "..tostring(currentPath:getMissionId()))
      -- im.SameLine()

      -- im.Text('DragMode: '..pacenotesWindow.pacenote_tools_state.drag_mode)
    else
      im.Text("No notebook loaded. Load a notebook from the Mission Editor.")
    end -- if currentPath
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamVariablesChecker.lua

  im.Text("Results get printed to the console.")
@/lua/ge/extensions/gameplay/util/crashDetection.lua
        im.Dummy(im.ImVec2(1, 5))
        im.Text("Graph Visibility:")
        im.Checkbox("Graph 1: Acceleration", crashData.debug.graphEnabled[1])
      im.Dummy(im.ImVec2(1, 10))
      im.Text("Is crashing: " .. tostring(trackedVehIds[selectedVehId].isCrashing))
      im.Text("Is using vertically unweighted accel: " .. tostring(trackedVehIds[selectedVehId].crashSettings.verticallyUnweighted))
      im.Text("Is crashing: " .. tostring(trackedVehIds[selectedVehId].isCrashing))
      im.Text("Is using vertically unweighted accel: " .. tostring(trackedVehIds[selectedVehId].crashSettings.verticallyUnweighted))
    else
    else
      im.Text("No vehicles being tracked")
    end
@/lua/ge/extensions/flowgraph/nodes/gameplay/removeOtherVehicles.lua
  im.Columns(2, "layoutColumns")
  im.Text("Count")
  im.NextColumn()
  im.NextColumn()
  im.Text("Only Drivable Vehicles")
  im.NextColumn()
  im.NextColumn()
  im.Text("Only Flowgraph Vehicles")
  im.NextColumn()