BulletText
Definition
-- @/lua/common/extensions/ui/imgui_gen_luaintf.lua:319
function M.BulletText(string_fmt, ...)
if string_fmt == nil then log("E", "", "Parameter 'string_fmt' of function 'BulletText' cannot be nil, as the c type is 'const char *'") ; return end
string_fmt = formatStringIfArgs(string_fmt, ...)
imgui.BulletText(string_fmt)
end
Callers
@/lua/ge/extensions/ui/gameplayAppContainers.lua
for _, appId in ipairs(visibleApps) do
im.BulletText(appId)
end
@/lua/ge/extensions/editor/resourceChecker.lua
local v = flist[i]
im.BulletText("File: "..v.path.." "..humanMB(tonumber(v.bytes)).."\n")
end
@/lua/ge/extensions/editor/dynamicDecals/news.lua
{title = "New version - 1.1.0", guiFn = function()
im.BulletText("Added the option to project the decal using the surface's normal;n\nAdded property useSurfaceNormal to layer data")
im.BulletText("Added 'lockSurfaceNormal' option to sample the normal from one point of the mesh and use it on another")
im.BulletText("Added the option to project the decal using the surface's normal;n\nAdded property useSurfaceNormal to layer data")
im.BulletText("Added 'lockSurfaceNormal' option to sample the normal from one point of the mesh and use it on another")
im.BulletText("Added mesh masking support; Added meshes property to layer data")
im.BulletText("Added 'lockSurfaceNormal' option to sample the normal from one point of the mesh and use it on another")
im.BulletText("Added mesh masking support; Added meshes property to layer data")
im.BulletText("Added textures API; Added support for meta data to textures (such as tags)")
im.BulletText("Added mesh masking support; Added meshes property to layer data")
im.BulletText("Added textures API; Added support for meta data to textures (such as tags)")
im.BulletText("Added support to enable/disable multiple materials in the settings section")
im.BulletText("Added textures API; Added support for meta data to textures (such as tags)")
im.BulletText("Added support to enable/disable multiple materials in the settings section")
im.BulletText("Added support to enable/disable meshes in setting section")
im.BulletText("Added support to enable/disable multiple materials in the settings section")
im.BulletText("Added support to enable/disable meshes in setting section")
im.BulletText("Browser window: Displaying generated fonts and their glyphs in font tab;\nGlyphs can be selected by double-clicking them and used as decal textures")
im.BulletText("Added support to enable/disable meshes in setting section")
im.BulletText("Browser window: Displaying generated fonts and their glyphs in font tab;\nGlyphs can be selected by double-clicking them and used as decal textures")
im.BulletText("Fixed border artifact when using textures with alpha")
im.BulletText("Browser window: Displaying generated fonts and their glyphs in font tab;\nGlyphs can be selected by double-clicking them and used as decal textures")
im.BulletText("Fixed border artifact when using textures with alpha")
im.BulletText("Fixed paths in exported material file (to not contain \\mods\\unpacked)")
im.BulletText("Fixed border artifact when using textures with alpha")
im.BulletText("Fixed paths in exported material file (to not contain \\mods\\unpacked)")
im.BulletText("Fixed layer mask editing")
im.BulletText("Fixed paths in exported material file (to not contain \\mods\\unpacked)")
im.BulletText("Fixed layer mask editing")
im.BulletText("Fixed layer mask translation using the gizmo")
im.BulletText("Fixed layer mask editing")
im.BulletText("Fixed layer mask translation using the gizmo")
im.BulletText("Fixed duplicated layer referencing original layer's properties")
im.BulletText("Fixed layer mask translation using the gizmo")
im.BulletText("Fixed duplicated layer referencing original layer's properties")
im.BulletText("Fixed wrong UVs when using path layers with text and linear path type")
im.BulletText("Fixed duplicated layer referencing original layer's properties")
im.BulletText("Fixed wrong UVs when using path layers with text and linear path type")
im.BulletText("Fixed incorrect projection while layers are selected")
im.BulletText("Fixed wrong UVs when using path layers with text and linear path type")
im.BulletText("Fixed incorrect projection while layers are selected")
im.BulletText("Fixed alpha texture rotation being counter-clockwise while color texture rotation is clockwise")
im.BulletText("Fixed incorrect projection while layers are selected")
im.BulletText("Fixed alpha texture rotation being counter-clockwise while color texture rotation is clockwise")
end},
{title = "Fixes - 1.0.1", guiFn = function()
im.BulletText("Fixed projection for path layers in world editor tool")
im.BulletText("Fixed projection for brush stroke layers in world editor tool")
im.BulletText("Fixed projection for path layers in world editor tool")
im.BulletText("Fixed projection for brush stroke layers in world editor tool")
im.BulletText("Fixed texture fill layer projection when using a scale value of less than 1.0")
im.BulletText("Fixed projection for brush stroke layers in world editor tool")
im.BulletText("Fixed texture fill layer projection when using a scale value of less than 1.0")
im.BulletText("Fixed selected material being wrong in some cases (e.g. for the Gavril Roamer - Sheriff variant)")
im.BulletText("Fixed texture fill layer projection when using a scale value of less than 1.0")
im.BulletText("Fixed selected material being wrong in some cases (e.g. for the Gavril Roamer - Sheriff variant)")
im.BulletText("Fixed error when trying to open world editor in main menu")
im.BulletText("Fixed selected material being wrong in some cases (e.g. for the Gavril Roamer - Sheriff variant)")
im.BulletText("Fixed error when trying to open world editor in main menu")
im.BulletText("Fixed error where the tool was referencing a missing shape")
im.BulletText("Fixed error when trying to open world editor in main menu")
im.BulletText("Fixed error where the tool was referencing a missing shape")
im.BulletText("Fixed the tool writing an empty json file even if no brushes have been created")
im.BulletText("Fixed error where the tool was referencing a missing shape")
im.BulletText("Fixed the tool writing an empty json file even if no brushes have been created")
im.BulletText("Tool: Changed the name of the tool in the 'Windows' dropdown from 'Dynamic Decals' to 'Vehicle Livery Creator'")
im.BulletText("Fixed the tool writing an empty json file even if no brushes have been created")
im.BulletText("Tool: Changed the name of the tool in the 'Windows' dropdown from 'Dynamic Decals' to 'Vehicle Livery Creator'")
im.BulletText("Tool: Link in news window now refers to forum thread")
im.BulletText("Tool: Changed the name of the tool in the 'Windows' dropdown from 'Dynamic Decals' to 'Vehicle Livery Creator'")
im.BulletText("Tool: Link in news window now refers to forum thread")
im.BulletText("Tool: Also allow JPG decal textures rather than just PNG files")
im.BulletText("Tool: Link in news window now refers to forum thread")
im.BulletText("Tool: Also allow JPG decal textures rather than just PNG files")
im.BulletText("Tool: Fixed the table of contents sorting in the documentation window")
im.BulletText("Tool: Also allow JPG decal textures rather than just PNG files")
im.BulletText("Tool: Fixed the table of contents sorting in the documentation window")
end},
end},
{title = "Initial Version 1.0.0", guiFn = function() im.BulletText("Initial version") end},
}
@/lua/ge/extensions/editor/materialEditor.lua
for _, it in ipairs(items) do
im.BulletText("%s", it.text)
end
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
string_fmt = formatStringIfArgs(string_fmt, ...)
imgui.BulletText(string_fmt)
end
@/lua/ge/extensions/editor/perfProfiler.lua
im.TextWrapped("For best Results:")
im.BulletText("Start Recording directly after loading Level after starting the game")
im.BulletText("Close unnecessary background programs")
im.BulletText("Start Recording directly after loading Level after starting the game")
im.BulletText("Close unnecessary background programs")
im.BulletText("Remove FPS Limiter")
im.BulletText("Close unnecessary background programs")
im.BulletText("Remove FPS Limiter")
im.BulletText(string.format("There are %d vehicle spawned", #getAllVehicles()))
im.BulletText("Remove FPS Limiter")
im.BulletText(string.format("There are %d vehicle spawned", #getAllVehicles()))
if im.Button("Delete All Vehicles", im.ImVec2(im.GetContentRegionAvailWidth(), 0)) then
@/lua/ge/extensions/editor/flowgraphEditor.lua
for _, id in ipairs(stateIds) do
im.BulletText(mgr.states.states[id].name)
im.SameLine()
@/lua/ge/extensions/editor/trafficDebug.lua
if type(value) ~= "number" or type(value) ~= "string" then value = tostring(value) end
im.BulletText(string.format(key..": "..f, value))
end
local system = currVeh and "traffic" or "parking"
im.BulletText("System: "..system)
im.Dummy(im.ImVec2(0, 5))
im.BulletText("Model: "..currVeh.modelName)
im.BulletText("State: "..currVeh.state)
im.BulletText("Model: "..currVeh.modelName)
im.BulletText("State: "..currVeh.state)
im.BulletText("Role: "..currVeh.role.name)
im.BulletText("State: "..currVeh.state)
im.BulletText("Role: "..currVeh.role.name)
im.BulletText("Action: "..currVeh.role.actionName)
im.BulletText("Role: "..currVeh.role.name)
im.BulletText("Action: "..currVeh.role.actionName)
im.Dummy(im.ImVec2(0, 5))
end
im.BulletText("flags: "..table.concat(tableKeysSorted(role.flags), ", "))
@/lua/ge/extensions/ui/apps/pointsBar.lua
for i, threshold in ipairs(pointsData.thresholds) do
im.BulletText(string.format("Threshold %d: %d", i, threshold))
end
@/lua/ge/extensions/ui/messagesTasksAppContainers.lua
for _, appId in ipairs(visibleApps) do
im.BulletText(appId)
end
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/decal.lua
im.TextUnformatted("Benefits of SDF for Decals:")
im.BulletText("Crisp Outlines: With SDF, you can effortlessly add crisp outlines to your decals.\nThe distance information provided by SDF enables accurate edge detection, ensuring your outlines appear sharp and well-defined.")
im.BulletText("Feathered Edges: SDF empowers you to achieve smooth and feathered edges in your decals.\nBy leveraging the distance values, you can create gradual transitions between the decal and the underlying surface, resulting in a more natural and visually appealing appearance.")
im.BulletText("Crisp Outlines: With SDF, you can effortlessly add crisp outlines to your decals.\nThe distance information provided by SDF enables accurate edge detection, ensuring your outlines appear sharp and well-defined.")
im.BulletText("Feathered Edges: SDF empowers you to achieve smooth and feathered edges in your decals.\nBy leveraging the distance values, you can create gradual transitions between the decal and the underlying surface, resulting in a more natural and visually appealing appearance.")
im.BulletText("Differently Colored Outlines: With SDF, you can easily add outlines of different colors to your decals.")
im.BulletText("Feathered Edges: SDF empowers you to achieve smooth and feathered edges in your decals.\nBy leveraging the distance values, you can create gradual transitions between the decal and the underlying surface, resulting in a more natural and visually appealing appearance.")
im.BulletText("Differently Colored Outlines: With SDF, you can easily add outlines of different colors to your decals.")
im.BulletText("Efficient Storage: SDF textures can be significantly smaller in size compared to normal textures.\nThe compact representation of shapes in SDF allows for efficient storage and reduced memory usage, enabling you to store a larger variety of decals without sacrificing performance or storage capacity.")
im.BulletText("Differently Colored Outlines: With SDF, you can easily add outlines of different colors to your decals.")
im.BulletText("Efficient Storage: SDF textures can be significantly smaller in size compared to normal textures.\nThe compact representation of shapes in SDF allows for efficient storage and reduced memory usage, enabling you to store a larger variety of decals without sacrificing performance or storage capacity.")
@/lua/ge/extensions/editor/flowgraph/nodelibrary.lua
local cursor = im.GetCursorPos()
im.BulletText((read and "Get " or "Set ")..var.name)
im.SetCursorPos(cursor)
local cursor = im.GetCursorPos()
im.BulletText(macroName)
im.SetCursorPos(cursor)
local btnText = text
im.BulletText(btnText)
im.SetCursorPos(cursor)
local btnText = "State Exit ".. (label and ("-> " .. label) or "")
im.BulletText(btnText)
im.SetCursorPos(cursor)
local cursor = im.GetCursorPos()
im.BulletText(stateName)
im.SetCursorPos(cursor)
local cursor = im.GetCursorPos()
im.BulletText(nodeName)
@/lua/ge/extensions/ui/apps/genericMissionData.lua
local element = item.element
im.BulletText(string.format("[%d] %s: %s (order: %d)", i, item.category, element.txt, element.order))
end
@/lua/ge/extensions/editor/missionEditor/issues.lua
for _, issue in ipairs(self.mission._issueList) do
im.BulletText(issue.label)
end
@/lua/ge/extensions/editor/crawlEditor/missionPortTool.lua
im.TextWrapped("This tool will convert:")
im.BulletText("bounds.sites.json → boundary file")
im.BulletText("race.race.json → path file (with recovery checkpoints)")
im.BulletText("bounds.sites.json → boundary file")
im.BulletText("race.race.json → path file (with recovery checkpoints)")
im.BulletText("race.race.json startPositions → starting position file")
im.BulletText("race.race.json → path file (with recovery checkpoints)")
im.BulletText("race.race.json startPositions → starting position file")
im.BulletText("Create a trail linking all components")
im.BulletText("race.race.json startPositions → starting position file")
im.BulletText("Create a trail linking all components")
@/lua/ge/extensions/editor/missionEditor.lua
for _, issue in ipairs(missionData._issueList) do
im.BulletText(issue.label)
end
for _, elem in ipairs(groupFilterText) do
im.BulletText(elem)
end
if not next(groupFilterText) then
im.BulletText("No Filter active!")
end