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ImVec4

Definition


-- @/lua/common/extensions/ui/imgui_custom_luaintf.lua:25
  --===
  --=== struct ImVec4 ===
  function M.ImVec4(x, y, z, w)
    return imgui.ImVec4(x, y, z, w)
  end

Callers

@/lua/common/extensions/ui/imguiUtils.lua
  posY = posY or (imgui.GetWindowPos().y + imgui.GetCursorPosY())
  imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX - 4, posY), imgui.ImVec2(posX + 4, posY) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
  imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX, posY - 4), imgui.ImVec2(posX, posY + 4) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
  imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX - 4, posY), imgui.ImVec2(posX + 4, posY) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
  imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX, posY - 4), imgui.ImVec2(posX, posY + 4) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
end
    if val.active then
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.5, 1, 0.5, 1))
    else
    else
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.6, 0.6, 0.6, 1))
    end
    if tsize == 0 then
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.7, 0.7, 1))
      imgui.Text('{empty}')
    if data then
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 1, 0.7, 1))
    else
    else
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.7, 0.7, 1))
    end
  elseif type(data) == 'number' then
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.7, 1, 1))
    imgui.Text(tostring(data))
    if string.len(data) == 0 then
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.7, 0.7, 1))
      imgui.Text('{empty string}')
    else
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.7, 1, 1))
      imgui.Text(tostring(data))
    if ctype == 'float3' then
      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))
    else
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.8, 0.5, 1))
      imgui.Text('class instance: ' .. tostring(ctype))
  elseif type(data) == 'function' then
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.6, 0.4, 1))
      getlocal(data)
@/lua/ge/suspensionFrequencyTester.lua
              local b = 0.4
              imgui.TextColored(imgui.ImVec4(r, g, b, 1), string.format("%i m/Hz", sumPerHz))
            end

          imgui.PushStyleColor2(imgui.Col_PlotLines, imgui.ImVec4(1, 1, 1, 1))
          imgui.PlotLines1("##"..node.name, ampArray, numPixels, 0, nil, 0, maxAmpl, imgui.ImVec2(contentWidth, 60))
             imgui.SetCursorPos(imgui.ImVec2(xPos, startCursorPosY))
             local color = (i % 2 == 0) and imgui.ImVec4(1, 1, 1, 1) or imgui.ImVec4(0.6, 0.6, 0.6, 1)
             imgui.TextColored(color, string.format("%.2fHz", freq))
             imgui.SetCursorPos(imgui.ImVec2(xPos, startCursorPosY))
             local color = (i % 2 == 0) and imgui.ImVec4(1, 1, 1, 1) or imgui.ImVec4(0.6, 0.6, 0.6, 1)
             imgui.TextColored(color, string.format("%.2fHz", freq))
@/lua/ge/extensions/editor/driftDataEditor.lua
  if driftSpotsUnsavedChanges then
    im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0, 0, 1))
  end
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/moveVehicleToStartposition.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceRequestRecovery.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/mission/postClean.lua
C.name = 'Mission Post Clean'
C.color = im.ImVec4(0.13, 0.3, 0.64, 0.75)
C.description = "Cleans up after a mission."
@/lua/ge/extensions/editor/rallyEditor/drivelineTab.lua
    im.HeaderText("Source Selection")
    im.TextColored(im.ImVec4(1, 0, 0, 1), "Error: " .. self.loadError)
    im.Spacing()
    im.SameLine()
    im.TextColored(im.ImVec4(0, 1, 1, 1), "(help)")
    im.tooltip("- Click nodes to select\n- Drag to move nodes\n- Click curve: Insert node\n- Click free space: Add to nearest end\n- DELETE: Remove node")
      elseif self.calculatedRaceDistance == false then
        im.TextColored(im.ImVec4(1, 0.5, 0, 1), "No start/finish positions found")
      end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAeroDebug.lua

      im.TextColored(im.ImVec4(0.0, 1.0, 0.0, 1.0),"Vehicle Aero Forces")
      im.Columns(2, "Data")
      im.PushItemWidth(100)
      im.TextColored(im.ImVec4(0.0, 1.0, 0.0, 1.0),"Axle Configuration")

      im.TextColored(im.ImVec4(0.0, 1.0, 0.0, 1.0),"Axle Aero Forces")
      im.Columns(2, "Data")
@/lua/ge/extensions/editor/missionEditor/additionalAttributes.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local noTranslation = "No Translation found!"
@/lua/ge/extensions/editor/biomeTool.lua
      progressStr = "Error: " ..var.forestBrushTool:getBiomeErrorStr()
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
      buttonText = "Ok"
      progressStr = "Error: " ..var.forestBrushTool:getBiomeErrorStr()
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
      buttonText = "Ok"
  if imgui.BeginPopupModal("No Brush Selected!") then
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
    imgui.TextUnformatted("Please make brush selection!")
  if imgui.BeginPopupModal("No Lasso Areas!") then
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
    imgui.TextUnformatted("Please create at least one lasso area!")
    imgui.BeginChild1("CentralBrushesCentralPopup"..layerType..layerID, imgui.ImVec2(imgui.GetContentRegionAvail().x, imgui.GetContentRegionAvail().y - 50), imgui.WindowFlags_ChildWindow)
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
    local isNoneBrushSelected = isForestBrushTempSelected(layerType, layerID, noneBrushItemName, enum_forestBrushItemZone.central)
    imgui.BeginChild1("FalloffBrushesCentralPopup"..layerType..layerID, imgui.ImVec2(imgui.GetContentRegionAvail().x, imgui.GetContentRegionAvail().y - 50), imgui.WindowFlags_ChildWindow)
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
    imgui.PushStyleColor2(imgui.Col_Button, (isForestBrushTempSelected(layerType, layerID, noneBrushItemName, enum_forestBrushItemZone.falloff)) and var.buttonColor_active or var.buttonColor_inactive)
    if imgui.BeginPopupModal("No Brush Selected!##Edge") then
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
      imgui.TextUnformatted("You need to select a border brush element!")
      imgui.BeginChild1("EdgeBrushesPopup"..layerType..layerID, imgui.ImVec2(imgui.GetContentRegionAvail().x, imgui.GetContentRegionAvail().y - 50), imgui.WindowFlags_ChildWindow)
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
      local isNoneBrushSelected = isForestBrushTempSelected(layerType, layerID, noneBrushItemName, enum_forestBrushItemZone.central)
    imgui.SetCursorPos(imgui.ImVec2(imgui.GetContentRegionAvail().x/2 - imgui.CalcTextSize(noAreaText).x/2, imgui.GetContentRegionAvail().y/2))
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
    imgui.PopStyleColor()
      local p2 = imgui.ImVec2(imgui.GetCursorPos().x + 150 + 32, imgui.GetCursorPos().y + 30 + 32)
      imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1, p2, imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 1)))
      ---imgui.BeginDisabled()
    imgui.SetCursorPosX(cursorPosMsg - math.abs(buttonSize.x - txtSize.x)/2)
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    imgui.Text("Please draw the area on map")
    imgui.SetCursorPos(imgui.ImVec2(imgui.GetContentRegionAvail().x/2 - imgui.CalcTextSize(noAreaText).x/2, imgui.GetContentRegionAvail().y/2))
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
    imgui.PopStyleColor()
    imgui.SetCursorPos(imgui.ImVec2(imgui.GetContentRegionAvail().x/2 - imgui.CalcTextSize(noAreaText).x/2, imgui.GetContentRegionAvail().y/2))
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
    imgui.PopStyleColor()
    imgui.SetCursorPos(imgui.ImVec2(imgui.GetContentRegionAvail().x/2 - imgui.CalcTextSize(noAreaText).x/2, imgui.GetContentRegionAvail().y/2))
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
    imgui.PopStyleColor()
    imgui.SetCursorPos(imgui.ImVec2(imgui.GetContentRegionAvail().x/2 - imgui.CalcTextSize(noAreaText).x/2, imgui.GetContentRegionAvail().y/2))
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
    editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
    imgui.PopStyleColor()
      progressStr = "Error: " ..var.forestBrushTool:getBiomeErrorStr()
      imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
      buttonText = "Ok"
@/lua/ge/extensions/editor/missionPlaybook.lua
local im = ui_imgui
local grayColor = im.ImVec4(0.6,0.6,0.6,1)
local toolWindowName = "Mission Playbook"
      if i < M.book.page then
        im.PushStyleColor2(im.Col_Text, im.ImVec4(0.4,0.4,0.4,1))
      end
      if i == M.book.page then
        im.PushStyleColor2(im.Col_Text, im.ImVec4(0.4,1,0.4,1))
      end
@/lua/ge/extensions/editor/prefabInstanceEditor.lua
      imgui.PushStyleColor2(imgui.Col_Button, imgui.ImColorByRGB(255,102,0,255).Value)
      -- imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1,1,1,1))
      if imgui.Button("Apply to parent", imgui.ImVec2(availWidth, 0)) then
@/lua/ge/extensions/flowgraph/nodes/scene/storeStatics.lua
      else
        editor.uiIconImage(editor.icons.delete_forever,im.ImVec2(20, 20),im.ImVec4(1,0.25,0.25,1))
      end
@/lua/ge/extensions/editor/masterSpline.lua
local pulseFreq, pulseCol1, pulseCol2 = 1.0, cols.blueB, cols.redB
local pulseDelta = im.ImVec4(pulseCol2.x - pulseCol1.x, pulseCol2.y - pulseCol1.y, pulseCol2.z - pulseCol1.z, pulseCol2.w - pulseCol1.w)
local setLinkJumpTable = jumps.setLinkJumpTable
              local s = 0.5 + 0.5 * sin(6.283185307179586 * t)
              btnCol = im.ImVec4(pulseCol1.x + pulseDelta.x * s, pulseCol1.y + pulseDelta.y * s, pulseCol1.z + pulseDelta.z * s, pulseCol1.w + pulseDelta.w * s)
            end
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/racePacenoteReached.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/macro/foreach.lua
C.icon = "playlist_add"
C.color = im.ImVec4(0.9,0.2,0.9,.9)
C.description = "Creates one specific flowgraph for each object in a list and runs them."
@/lua/ge/extensions/flowgraph/nodes/activity/autoStarGoals.lua
C.name = 'Auto Star Goals'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Automatically creates goals for the tasklist app based on the active stars."
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceSuspend.lua
C.description = 'Suspends or resumes a race.'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/core/vehicleTriggers.lua
      im.SameLine()
      im.PushStyleColor2(im.Col_Text, im.ImVec4(0, 1, 0, 1))
      local title = ''
      im.SameLine()
      im.PushStyleColor2(im.Col_Text, im.ImVec4(0, 1, 1, 1))
      if vData.config then
      im.SameLine()
      im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0, 1, 1))
      im.TextUnformatted(vehId == be:getPlayerVehicleID(0) and ' [ACTIVE]' or '')
        im.SameLine()
        im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0, 1))
        im.TextUnformatted(tostring(triggerCount))
                        -- Push dark green color for selected row
                        im.PushStyleColor2(im.Col_TableRowBg, im.ImVec4(0.0, 0.5, 0.0, 1.0)) -- RGBA for dark green
                        im.PushStyleColor2(im.Col_TableRowBgAlt, im.ImVec4(0.0, 0.5, 0.0, 1.0)) -- Same color for alternating rows
                        im.PushStyleColor2(im.Col_TableRowBg, im.ImVec4(0.0, 0.5, 0.0, 1.0)) -- RGBA for dark green
                        im.PushStyleColor2(im.Col_TableRowBgAlt, im.ImVec4(0.0, 0.5, 0.0, 1.0)) -- Same color for alternating rows
                      end
        im.SameLine()
        im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0, 1))
        im.TextUnformatted(tostring(eventsCount))
        im.SameLine()
        im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0, 1))
        im.TextUnformatted(tostring(eventsCount))
@/lua/ge/extensions/editor/flowgraph/garbageDebug.lua
C.windowDescription = 'Garbage Debug'
local disabledColor = im.ImVec4(0.5,0.5,0.5,1)
  for i = 1, maxMag do
    colorPerMagnitude[i] = im.ImVec4(clamp(2*i/maxMag,0,1), clamp(2*(1-(i/maxMag)),0,1), 0,1)
  end
@/lua/ge/extensions/flowgraph/nodes/util/hideLoadingScreen.lua
}
C.color = im.ImVec4(0.03,0.3,0.84,0.75)
C.tags = {}
@/lua/ge/extensions/editor/cosimulationSignalEditor.lua
local isSignalsWinOpen = false                                                                      -- A flag which indicates if the vehicle signals window is open or closed.
local dullWhite = im.ImVec4(1, 1, 1, 0.5)                                                           -- Some commonly-used Imgui colour vectors.
local redB, redD = im.ImVec4(0.7, 0.5, 0.5, 1), im.ImVec4(0.7, 0.5, 0.5, 0.5)
local dullWhite = im.ImVec4(1, 1, 1, 0.5)                                                           -- Some commonly-used Imgui colour vectors.
local redB, redD = im.ImVec4(0.7, 0.5, 0.5, 1), im.ImVec4(0.7, 0.5, 0.5, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local dullWhite = im.ImVec4(1, 1, 1, 0.5)                                                           -- Some commonly-used Imgui colour vectors.
local redB, redD = im.ImVec4(0.7, 0.5, 0.5, 1), im.ImVec4(0.7, 0.5, 0.5, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local redB, redD = im.ImVec4(0.7, 0.5, 0.5, 1), im.ImVec4(0.7, 0.5, 0.5, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local redB, redD = im.ImVec4(0.7, 0.5, 0.5, 1), im.ImVec4(0.7, 0.5, 0.5, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local orangeB = im.ImVec4(184/255, 127/255, 75/255, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local orangeB = im.ImVec4(184/255, 127/255, 75/255, 1)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local orangeB = im.ImVec4(184/255, 127/255, 75/255, 1)
@/lua/ge/extensions/gameplay/rally/util.lua
-- html code: #00ffdebf
local rally_flowgraph_color = ui_imgui.ImVec4(0, 1, 0.87, 0.75) -- rgba cyan
local rallyLoop_flowgraph_color = ui_imgui.ImVec4(0, 0.97, 1.0, 0.75) -- rgba blue
local rally_flowgraph_color = ui_imgui.ImVec4(0, 1, 0.87, 0.75) -- rgba cyan
local rallyLoop_flowgraph_color = ui_imgui.ImVec4(0, 0.97, 1.0, 0.75) -- rgba blue
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/vePartTree.lua

local colorKey = im.ImVec4(0.95, 0.84, 0.06, 1)
local colorValue = im.ImVec4(0.31, 0.73, 1, 1)
local colorKey = im.ImVec4(0.95, 0.84, 0.06, 1)
local colorValue = im.ImVec4(0.31, 0.73, 1, 1)
local colorElement = im.ImVec4(0.85, 0.39, 0.63, 1)
local colorValue = im.ImVec4(0.31, 0.73, 1, 1)
local colorElement = im.ImVec4(0.85, 0.39, 0.63, 1)
local colorMeta = im.ImVec4(0.7, 0.7, 0.7, 1)
local colorElement = im.ImVec4(0.85, 0.39, 0.63, 1)
local colorMeta = im.ImVec4(0.7, 0.7, 0.7, 1)
@/lua/ge/extensions/flowgraph/nodes/types/getVariable.lua

C.color = im.ImVec4(1, 0.8, 0.6, 0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.color = im.ImVec4(1, 0.8, 0.6, 0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.globalColor = im.ImVec4(1,0.6,0,8,0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.globalColor = im.ImVec4(1,0.6,0,8,0.75)
C.tags = {'get'}
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamModifierLeakVis.lua

local imRedCol = im.ImVec4(1,0,0,1)
local imYellowCol = im.ImVec4(1,1,0,1)
local imRedCol = im.ImVec4(1,0,0,1)
local imYellowCol = im.ImVec4(1,1,0,1)
                local r, g, b = HSVtoRGB(tempColVec:xyz())
                im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(im.ImVec4(r, g, b, 0.5)), sectionModIdx)
              end
                local r, g, b = HSVtoRGB(tempColVec:xyz())
                local imCol = im.GetColorU322(im.ImVec4(r, g, b, 0.5))
@/lua/ge/extensions/flowgraph/nodes/debug/displayFlow.lua
  local activeBool = self.mgr.frameCount - self.lastUsedFrame < 5 -- (im.GetIO().Framerate)
  local activeColor = im.ImVec4(0, 1, 0, (activeBool and 1 or 0.5))
  local iconImage = activeBool and editor.icons.check_box or editor.icons.check_box_outline_blank
@/lua/ge/extensions/editor/barriersEditor.lua
    im.SetColumnWidth(2,width)
    im.PushStyleColor2(im.Col_Text, im.ImVec4(0,1,0,1))
    im.Text("Unselected Barriers:")
    im.NextColumn()
    im.PushStyleColor2(im.Col_Text, im.ImVec4(1,0,0,1))
    im.Text("Selected Barriers:")
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
local hoveredElement
local defaultColors = {
  default = im.ImVec4(1,0.6,0,8,0.75),
  orange = im.ImVec4(1,0.6,0,8,0.75),
  default = im.ImVec4(1,0.6,0,8,0.75),
  orange = im.ImVec4(1,0.6,0,8,0.75),
  red = im.ImVec4(1,0,0,8,0.75),
  orange = im.ImVec4(1,0.6,0,8,0.75),
  red = im.ImVec4(1,0,0,8,0.75),
  green = im.ImVec4(0,1,0,0.75),
  red = im.ImVec4(1,0,0,8,0.75),
  green = im.ImVec4(0,1,0,0.75),
  blue = im.ImVec4(0,0,1,0.75),
  green = im.ImVec4(0,1,0,0.75),
  blue = im.ImVec4(0,0,1,0.75),
  white = im.ImVec4(1,1,1,0.75),
  blue = im.ImVec4(0,0,1,0.75),
  white = im.ImVec4(1,1,1,0.75),
  black = im.ImVec4(0,0,0,0.75),
  white = im.ImVec4(1,1,1,0.75),
  black = im.ImVec4(0,0,0,0.75),
}
local function decoTextDraw(e, mtd) im.Columns(2) im.SetColumnWidth(0,columnWidth) im.Dummy(im.ImVec2(1,1)) im.NextColumn() im.TextWrapped(e.text) if e.tooltip then im.tooltip(e.tooltip) end im.Columns(1) end
local separatorColor = im.GetColorU322(im.ImVec4(1,1,1,0.5))
local separatorDummySize = im.ImVec2(0,5)
@/lua/ge/extensions/editor/crawlEditor/paths.lua
      displayName = displayName .. " [RECOVERY]"
      im.PushStyleColor2(im.Col_Text, im.ImVec4(0.2, 0.8, 0.2, 1.0)) -- Green text for recovery checkpoints
    elseif isBonusCheckpoint then
      displayName = displayName .. " [BONUS]"
      im.PushStyleColor2(im.Col_Text, im.ImVec4(1.0, 0.8, 0.0, 1.0)) -- Gold text for bonus checkpoints
    end
@/lua/ge/extensions/editor/mapSensorEditor.lua
}
local dullWhite = im.ImVec4(1, 1, 1, 0.5)                                                           -- Some commonly-used Imgui colour vectors.
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local dullWhite = im.ImVec4(1, 1, 1, 0.5)                                                           -- Some commonly-used Imgui colour vectors.
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local sensorIcon = im.ImVec2(32, 32)                                                                -- Some commonly-used Imgui icon size vectors.
@/lua/ge/extensions/flowgraph/nodes/activity/activityAttempt.lua
C.name = 'Activity Attempt'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Creates an attempt for an activity."
@/lua/ge/extensions/editor/scriptAIEditor.lua
  bGlow = ColorF(0.5, 0.5, 0.5, 0.5),
  rec = im.ImVec4(1, 0.0, 0.0, 0.85),
  lock = im.ImVec4(0.05, 0.05, 0.05, 1.0),
  rec = im.ImVec4(1, 0.0, 0.0, 0.85),
  lock = im.ImVec4(0.05, 0.05, 0.05, 1.0),
  wOpen = im.ImVec4(1.0, 1.0, 1.0, 0.5),
  lock = im.ImVec4(0.05, 0.05, 0.05, 1.0),
  wOpen = im.ImVec4(1.0, 1.0, 1.0, 0.5),
  white = im.ImVec4(1.0, 1.0, 1.0, 1.0),
  wOpen = im.ImVec4(1.0, 1.0, 1.0, 0.5),
  white = im.ImVec4(1.0, 1.0, 1.0, 1.0),
  black = im.ImVec4(0.0, 0.0, 0.0, 1.0)
  white = im.ImVec4(1.0, 1.0, 1.0, 1.0),
  black = im.ImVec4(0.0, 0.0, 0.0, 1.0)
}
    im.SameLine()
    if editor.uiIconImageButton(editor.icons.car, im.ImVec2(29, 29), im.ImVec4(1, 1, 1, winStates.vehWin.buttonAlpha), nil, nil, 'openVehiclesWindow') then
      if editor.isWindowVisible(vehWinData.name) then
    im.SameLine()
    if editor.uiIconImageButton(editor.icons.cameraFocusTopDown, im.ImVec2(27, 27), im.ImVec4(1, 1, 1, winStates.trajWin.buttonAlpha), nil, nil, 'openTrajectoriesWindow') then
      if editor.isWindowVisible(trajWinData.name) then
    im.SameLine()
    if editor.uiIconImageButton(editor.icons.switch_video, im.ImVec2(29, 29), im.ImVec4(1, 1, 1, winStates.camWin.buttonAlpha), nil, nil, 'openCameraWindow') then
      if editor.isWindowVisible(camWinData.name) then
@/lua/ge/extensions/editor/veMain.lua
  if fps < 30 then
    im.TextColored(im.ImVec4(1, 0.3, 0.3, 1), "FPS: %.0f", fps)
  elseif fps < 60 then
  elseif fps < 60 then
    im.TextColored(im.ImVec4(1, 1, 0.2, 1), "FPS: %.0f", fps)
  else
  elseif metrics["FramePresent"] < 1 or fps > 30 then
    im.TextColored(im.ImVec4(1, 1, 0.2, 1), "GpuWait: %3.1f", metrics["FramePresent"])
  else
  else
    im.TextColored(im.ImVec4(1, 0.3, 0.3, 1), "GpuWait: %3.1f", metrics["FramePresent"])
  end
@/lua/ge/extensions/flowgraph/nodes/activity/activityHook.lua
C.name = 'Activity Hook Trigger'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Triggers a hook with the given event name for an activity, for advanced usage."
@/gameplay/missionTypes/aiRace/customNodes/autoStartPositionsNode.lua
C.category = 'once_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
@/lua/ge/extensions/editor/terrainEditor.lua
var.softSelectFilterBackup = nil
var.sc_frameCol = im.GetColorU322(im.ImVec4(1,1,1,1))
var.sc_backgroundCol = im.GetColorU322(im.ImVec4(0.8,0.8,0.8,1))
var.sc_frameCol = im.GetColorU322(im.ImVec4(1,1,1,1))
var.sc_backgroundCol = im.GetColorU322(im.ImVec4(0.8,0.8,0.8,1))
var.sc_identityLineCol = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,0.5))
var.sc_backgroundCol = im.GetColorU322(im.ImVec4(0.8,0.8,0.8,1))
var.sc_identityLineCol = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,0.5))
var.sc_curveColor = im.GetColorU322(im.ImVec4(0,0,0,1))
var.sc_identityLineCol = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,0.5))
var.sc_curveColor = im.GetColorU322(im.ImVec4(0,0,0,1))
var.sc_knotColor = im.GetColorU322(im.ImVec4(1,0,0,0.5))
var.sc_curveColor = im.GetColorU322(im.ImVec4(0,0,0,1))
var.sc_knotColor = im.GetColorU322(im.ImVec4(1,0,0,0.5))
var.sc_knotColorActive = im.GetColorU322(im.ImVec4(1,0,0,0.75))
var.sc_knotColor = im.GetColorU322(im.ImVec4(1,0,0,0.5))
var.sc_knotColorActive = im.GetColorU322(im.ImVec4(1,0,0,0.75))
var.sc_dragId = nil
              if dragDropPayload and dragDropPayload == index then
                local logColor = im.ImVec4(1,1,1,0.5)
                im.PushStyleColor2(im.Col_Text, logColor)
      for id, notification in pairs(notifications) do
        im.TextColored(im.ImVec4(1.0, 0.73, 0.04, 1.0), notification)
      end
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/vePartTextView.lua

local textColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local nodeColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 0.1))
local textColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local nodeColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 0.1))
local nodeColorHighlight = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5))
local nodeColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 0.1))
local nodeColorHighlight = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5))
local nodeColorHighlightRed = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.2))
local nodeColorHighlight = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5))
local nodeColorHighlightRed = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.2))
local colorTable = {
  ['string'] = im.ImVec4(0.31, 0.73, 1, 1),
  string_single = im.ImVec4(0.31, 0.73, 1, 1),
  ['string'] = im.ImVec4(0.31, 0.73, 1, 1),
  string_single = im.ImVec4(0.31, 0.73, 1, 1),
  comment = im.ImVec4(0.42, 0.6, 0.29, 1),
  string_single = im.ImVec4(0.31, 0.73, 1, 1),
  comment = im.ImVec4(0.42, 0.6, 0.29, 1),
  comment_multiline = im.ImVec4(0.42, 0.6, 0.29, 1),
  comment = im.ImVec4(0.42, 0.6, 0.29, 1),
  comment_multiline = im.ImVec4(0.42, 0.6, 0.29, 1),
  list_begin = im.ImVec4(0.95, 0.84, 0.06, 1),
  comment_multiline = im.ImVec4(0.42, 0.6, 0.29, 1),
  list_begin = im.ImVec4(0.95, 0.84, 0.06, 1),
  list_end = im.ImVec4(0.95, 0.84, 0.06, 1),
  list_begin = im.ImVec4(0.95, 0.84, 0.06, 1),
  list_end = im.ImVec4(0.95, 0.84, 0.06, 1),
  object_begin = im.ImVec4(0.85, 0.39, 0.63, 1),
  list_end = im.ImVec4(0.95, 0.84, 0.06, 1),
  object_begin = im.ImVec4(0.85, 0.39, 0.63, 1),
  object_end = im.ImVec4(0.85, 0.39, 0.63, 1),
  object_begin = im.ImVec4(0.85, 0.39, 0.63, 1),
  object_end = im.ImVec4(0.85, 0.39, 0.63, 1),
}
@/gameplay/missionTypes/evade/customNodes/autoStartPositionsNode.lua
C.category = 'once_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
@/lua/ge/extensions/editor/rallyEditor/pacenotes/customForm.lua
    file_exists = true
    voicePlayClr = im.ImVec4(1, 1, 1, 1)
    tooltipStr = "\""..fname.."\"\nPlay pacenote audio file:\n"..fname
    file_exists = false
    voicePlayClr = im.ImVec4(1, 0, 0, 1.0)
    tooltipStr = "\""..fname.."\"\nPacenote audio file not found:\n"..fname

  if editor.uiIconImageButton(editor.icons.folder_open, im.ImVec2(20, 20), im.ImVec4(1, 1, 1, 1)) then
    -- local dir = path.dirname(fname)

  if editor.uiIconImageButton(editor.icons.content_copy, im.ImVec2(20, 20), im.ImVec4(1, 1, 1, 1)) then
    im.SetClipboardText(path.dirname(fnames[1]))
@/lua/ge/extensions/gameplay/drift/scoring.lua
local scoreExperiment = im.BoolPtr(false)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local debugToggleSmothnessGraph = im.BoolPtr(false)
        im.BeginChild1("Legend", im.ImVec2(im.GetContentRegionAvailWidth(), 300), true)
        im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0.1, 1))
        im.TextWrapped("-Combo")
        im.PopStyleColor()
        im.PushStyleColor2(im.Col_Text, im.ImVec4(0.2, 1, 0.1, 1))
          im.TextWrapped("-Curr. tier bonus score x10")
        im.PopStyleColor()
        im.PushStyleColor2(im.Col_Text, im.ImVec4(0.1, 0.3, 1, 1))
          im.TextWrapped("-Score per frame without tier x10")
        im.PopStyleColor()
        im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.1, 0.1, 1))
        im.TextWrapped("-Score per frame with tier x10")
@/lua/ge/extensions/flowgraph/nodes/macro/getForeach.lua
C.icon = "playlist_play"
C.color = im.ImVec4(0.9,0.2,0.9,.9)
C.description = "If this flowgraph was created by a foreach node, this table will get the Element."
@/lua/ge/extensions/editor/missionEditor/genericTypeData.lua
    local color = colors[colorName]
    colorCache[colorName] = im.ImVec4(color[1], color[2], color[3], 1)
  end
@/lua/ge/extensions/editor/crawlEditor/missionPortTool.lua
      if not currentLevel then
        im.TextColored(im.ImVec4(1, 0.5, 0, 1), "No level currently loaded!")
        im.Separator()
            im.SameLine()
            im.TextColored(im.ImVec4(0, 1, 0, 1), "Successfully ported")
          end
@/lua/ge/extensions/ui/apps/minimap/minimap.lua
local drawTransform = {0,0,0,0}
local transparent = im.GetColorU322(im.ImVec4(0,0,0,0.0))
local padding = im.ImVec2(5,5)

  im.PushStyleColor1(im.Col_WindowBg, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
  im.PushStyleColor1(im.Col_Border, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
  im.PushStyleColor1(im.Col_WindowBg, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
  im.PushStyleColor1(im.Col_Border, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
  im.PushStyleColor1(im.Col_BorderShadow, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
  im.PushStyleColor1(im.Col_Border, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
  im.PushStyleColor1(im.Col_BorderShadow, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
  im.PushStyleVar2(im.StyleVar_WindowPadding, padding)
@/lua/ge/extensions/editor/crawlEditor/waypoints.lua
    im.Separator()
    im.TextColored(im.ImVec4(1, 0, 0, 1), "Invalid or missing pathnode")
    return
@/lua/ge/extensions/editor/levelValidator.lua
local selected
local logColors = {I = im.ImVec4(0,1,0,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0,0,1), D = im.ImVec4(1,1,1,1)}
local logLevelFilters = {E = true, W = true, I = true, D = true}
local selected
local logColors = {I = im.ImVec4(0,1,0,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0,0,1), D = im.ImVec4(1,1,1,1)}
local logLevelFilters = {E = true, W = true, I = true, D = true}
local selected
local logColors = {I = im.ImVec4(0,1,0,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0,0,1), D = im.ImVec4(1,1,1,1)}
local logLevelFilters = {E = true, W = true, I = true, D = true}
local selected
local logColors = {I = im.ImVec4(0,1,0,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0,0,1), D = im.ImVec4(1,1,1,1)}
local logLevelFilters = {E = true, W = true, I = true, D = true}
      if checkFinished == 1 then
        im.TextColored(im.ImVec4(1, 1, 0, 1.0), "Searching for issues...")
      elseif checkFinished == 2 then
        end
        im.TextColored(im.ImVec4(0, 1, 0, 1.0), foundText)
        im.SameLine()
          local isIgnored = logItem._originalLogLevel ~= nil
          local logColor = logColors[(logItem.logLevel or "")] or im.ImVec4(1,1,1,1)
          im.PushStyleColor2(im.Col_Text, logColor)
@/lua/ge/extensions/editor/missionEditor/issues.lua
local infoColors = {
  warning = im.ImVec4(1, 1, 0, 1.0),
  error = im.ImVec4(1, 0, 0, 1.0)
  warning = im.ImVec4(1, 1, 0, 1.0),
  error = im.ImVec4(1, 0, 0, 1.0)
}
local severityColors = {
  error = im.ImVec4(1,0.25, 0.3, 0.95),
  warning = im.ImVec4(1,0.85, 0.15, 0.95),
  error = im.ImVec4(1,0.25, 0.3, 0.95),
  warning = im.ImVec4(1,0.85, 0.15, 0.95),
  minor = im.ImVec4(0.15,0.85, 1, 0.95),
  warning = im.ImVec4(1,0.85, 0.15, 0.95),
  minor = im.ImVec4(0.15,0.85, 1, 0.95),
}
local function getSeverityColor(type)
  return severityColors[type] or im.ImVec4(1, 1, 1, 0.85)
end
          mission._issueList.icon = 'check'
          mission._issueList.color = im.ImVec4(0, 1, 0, 1.0)
        else
          local c = math.min(mission._issueList.importantCount, 10)
          mission._issueList.color = im.ImVec4(0.8+c*0.02, 0.8-0.08*c, 0, 1.0)
          mission._issueList.icon = 'warning'
@/lua/ge/extensions/flowgraph/nodes/macro/integrated.lua
  self.savePins = true
  self.color = im.ImVec4(0.55,0.55,0.55,0.9)
end
  self.name = nodeData.name
  self.color = im.ImVec4(nodeData.color[1], nodeData.color[2], nodeData.color[3], nodeData.color[4])
  if nodeData.graphType then
@/lua/ge/extensions/flowgraph/baseStateNode.lua

  --im.ImDrawList_AddRect(im.GetWindowDrawList(), builder.NodeRect.top_left(), builder.NodeRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 0, 1)))
  -- setup link strengths for all of these pins.
@/lua/ge/extensions/editor/missionEditor.lua
local playbookUtils
local unsavedColor = im.ImVec4(1, 0.3, 0.1, 1.0)
local colorLightRed = im.ImVec4(1, 0.8, 0.7, 1.0)
local unsavedColor = im.ImVec4(1, 0.3, 0.1, 1.0)
local colorLightRed = im.ImVec4(1, 0.8, 0.7, 1.0)
local colorLightGreen = im.ImVec4(0.5, 1.0, 0.8, 1.0)
local colorLightRed = im.ImVec4(1, 0.8, 0.7, 1.0)
local colorLightGreen = im.ImVec4(0.5, 1.0, 0.8, 1.0)
local windows = {}
local infoColors = {
  check = im.ImVec4(0, 1, 0, 1.0),
  warning = im.ImVec4(1, 1, 0, 1.0),
  check = im.ImVec4(0, 1, 0, 1.0),
  warning = im.ImVec4(1, 1, 0, 1.0),
  error = im.ImVec4(1, 0, 0, 1.0)
  warning = im.ImVec4(1, 1, 0, 1.0),
  error = im.ImVec4(1, 0, 0, 1.0)
}
    if not taken then
      editor.uiIconImage(editor.icons.check, im.ImVec2(24,24), im.ImVec4(0,1,0,1))
      im.tooltip("This ID is available.")
    else
      editor.uiIconImage(editor.icons.error_outline, im.ImVec2(24,24), im.ImVec4(1,0,0,1))
      im.tooltip("This ID is already taken!")

    if editor.uiIconImageButton(editor.icons.ab_filter_default, im.ImVec2(21,21), next(groupFilterText) and im.ImVec4(0,1,0,1)) then
      im.OpenPopup("MissionEditorGroupFilter")
@/lua/ge/extensions/editor/roadArchitect.lua
local cols = {
  fullWhite = im.ImVec4(1, 1, 1, 1),
  dullWhite = im.ImVec4(1, 1, 1, 0.25),                                                              -- Some commonly-used Imgui colour vectors.
  fullWhite = im.ImVec4(1, 1, 1, 1),
  dullWhite = im.ImVec4(1, 1, 1, 0.25),                                                              -- Some commonly-used Imgui colour vectors.
  darkLockCol = im.ImVec4(0.05, 0.05, 0.05, 1.0),
  dullWhite = im.ImVec4(1, 1, 1, 0.25),                                                              -- Some commonly-used Imgui colour vectors.
  darkLockCol = im.ImVec4(0.05, 0.05, 0.05, 1.0),
  unlinkCol = im.ImVec4(0.75, 0.75, 0.75, 1.0),
  darkLockCol = im.ImVec4(0.05, 0.05, 0.05, 1.0),
  unlinkCol = im.ImVec4(0.75, 0.75, 0.75, 1.0),
  greenB = im.ImVec4(0.28627450980392155, 0.7137254901960784, 0.4470588235294118, 1.0),
  unlinkCol = im.ImVec4(0.75, 0.75, 0.75, 1.0),
  greenB = im.ImVec4(0.28627450980392155, 0.7137254901960784, 0.4470588235294118, 1.0),
  greenD = im.ImVec4(0.16862745098039217, 0.39215686274509803, 0.24705882352941178, 1.0),
  greenB = im.ImVec4(0.28627450980392155, 0.7137254901960784, 0.4470588235294118, 1.0),
  greenD = im.ImVec4(0.16862745098039217, 0.39215686274509803, 0.24705882352941178, 1.0),
  blueB = im.ImVec4(0.13725490196078433, 0.5764705882352941, 0.7215686274509804, 1.0),
  greenD = im.ImVec4(0.16862745098039217, 0.39215686274509803, 0.24705882352941178, 1.0),
  blueB = im.ImVec4(0.13725490196078433, 0.5764705882352941, 0.7215686274509804, 1.0),
  blueD = im.ImVec4(0.00784313725490196, 0.37254901960784315, 0.4980392156862745, 1.0) }
  blueB = im.ImVec4(0.13725490196078433, 0.5764705882352941, 0.7215686274509804, 1.0),
  blueD = im.ImVec4(0.00784313725490196, 0.37254901960784315, 0.4980392156862745, 1.0) }
@/lua/ge/extensions/flowgraph/nodes/gameplay/groundmarkerDistance.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/activity/aggregateAttempt.lua
C.name = 'Aggregate Attempt'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Aggregates attempt and gives results."
@/lua/ge/extensions/editor/rallyEditor/pacenotes/measurementsForm.lua
  im.SameLine()
  im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
  im.tooltip("Default: none\nSetting this will split the corner into two segments for separate intensity measurement.\nThis helps detect opens and tightens.")
    im.SameLine()
    im.TextColored(im.ImVec4(0.5, 1, 0.5, 1), string.format("(fit: %.3f)", pacenote.autoSelectedFitValue))
  end
  if not measurement1 then
    im.TextColored(im.ImVec4(1, 0.5, 0, 1), "No measurement data available")
    im.Text("Measurements will be calculated when pacenote is selected.")
    if diameterChange then
      local changeColor = im.ImVec4(1, 1, 1, 1)
      local changeText = ""
      if diameterChange.isOpening then
        changeColor = im.ImVec4(0.3, 1, 0.3, 1)  -- Green for opening
        changeText = string.format("Opens: D+%s (%.1f%%)", formatDistance(diameterChange.change), diameterChange.changePercent)
      elseif diameterChange.isTightening then
        changeColor = im.ImVec4(1, 0.3, 0.3, 1)  -- Red for tightening
        changeText = string.format("Tightens: d%s (%.1f%%)", formatDistance(diameterChange.change), diameterChange.changePercent)
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/countdownSynced.lua
  if self.data.test then
    im.TextColored(im.ImVec4(1, 1, 0, 1), "TEST MODE")
@/lua/ge/extensions/flowgraph/nodes/activity/requestAbandon.lua
C.name = 'Request Abandon'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
--C.icon = ui_flowgraph_editor.nodeIcons.activity
@/lua/ge/extensions/editor/toolUtilities/meshAuditionMgr.lua
local scaleVec = vec3(1, 1, 1)
local greenB = im.ImVec4(0.28627450980392155, 0.7137254901960784, 0.4470588235294118, 1.0)
@/lua/ge/extensions/career/modules/marketplace.lua

        if patience > 0.66 then im.PushStyleColor2(im.Col_Text, im.ImVec4(0.2, 1, 0.2, 1))
        elseif patience > 0.33 then im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0.2, 1))
        if patience > 0.66 then im.PushStyleColor2(im.Col_Text, im.ImVec4(0.2, 1, 0.2, 1))
        elseif patience > 0.33 then im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0.2, 1))
        else im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.2, 0.2, 1)) end
        elseif patience > 0.33 then im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0.2, 1))
        else im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.2, 0.2, 1)) end
@/lua/ge/extensions/editor/trafficManager.lua
local imColors = {
  active = im.ImVec4(1, 1, 1, 1),
  inactive = im.ImVec4(1, 1, 1, 0.5),
  active = im.ImVec4(1, 1, 1, 1),
  inactive = im.ImVec4(1, 1, 1, 0.5),
  activeLive = im.ImVec4(1, 1, 0.5, 1),
  inactive = im.ImVec4(1, 1, 1, 0.5),
  activeLive = im.ImVec4(1, 1, 0.5, 1),
  inactiveLive = im.ImVec4(1, 1, 0.5, 0.5),
  activeLive = im.ImVec4(1, 1, 0.5, 1),
  inactiveLive = im.ImVec4(1, 1, 0.5, 0.5),
  accept = im.ImVec4(0, 0.5, 0, 1),
  inactiveLive = im.ImVec4(1, 1, 0.5, 0.5),
  accept = im.ImVec4(0, 0.5, 0, 1),
  warning = im.ImVec4(1, 1, 0, 1),
  accept = im.ImVec4(0, 0.5, 0, 1),
  warning = im.ImVec4(1, 1, 0, 1),
  error = im.ImVec4(1, 0, 0, 1)
  warning = im.ImVec4(1, 1, 0, 1),
  error = im.ImVec4(1, 0, 0, 1)
}
  imColors.basicLights = {
    im.ImVec4(0, 0.75, 0.25, 1), -- green
    im.ImVec4(0.75, 0.75, 0, 1), -- yellow
    im.ImVec4(0, 0.75, 0.25, 1), -- green
    im.ImVec4(0.75, 0.75, 0, 1), -- yellow
    im.ImVec4(0.75, 0, 0, 1),    -- red
    im.ImVec4(0.75, 0.75, 0, 1), -- yellow
    im.ImVec4(0.75, 0, 0, 1),    -- red
    im.ImVec4(0, 0, 0, 1)        -- black
    im.ImVec4(0.75, 0, 0, 1),    -- red
    im.ImVec4(0, 0, 0, 1)        -- black
  }
  imColors.controllers = {
    im.ImVec4(0.6, 1, 0.6, 1),
    im.ImVec4(0.8, 1, 0.8, 1),
    im.ImVec4(0.6, 1, 0.6, 1),
    im.ImVec4(0.8, 1, 0.8, 1),
    im.ImVec4(0.6, 1, 1, 1),
    im.ImVec4(0.8, 1, 0.8, 1),
    im.ImVec4(0.6, 1, 1, 1),
    im.ImVec4(0.8, 1, 1, 1),
    im.ImVec4(0.6, 1, 1, 1),
    im.ImVec4(0.8, 1, 1, 1),
    im.ImVec4(0.6, 0.6, 1, 1),
    im.ImVec4(0.8, 1, 1, 1),
    im.ImVec4(0.6, 0.6, 1, 1),
    im.ImVec4(0.8, 0.8, 1, 1)
    im.ImVec4(0.6, 0.6, 1, 1),
    im.ImVec4(0.8, 0.8, 1, 1)
  }
@/lua/ge/extensions/flowgraph/nodes/activity/activityResetPrefabs.lua
C.name = 'Activity Reset Prefab'
C.color = im.ImVec4(0.03, 0.41, 0.64, 0.75)
C.description = "Resets the vehicles inside all prefabs loaded by the associated activity."
@/lua/ge/extensions/core/vehicle/manager.lua

    im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.2, 0.2, 1))
    im.TextWrapped("/!\\ THIS TOOL IS OBSOLETE /!\\")

    im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.8, 0, 1))
    im.TextWrapped("Please use the following command line argument instead:")

    im.PushStyleColor2(im.Col_Text, im.ImVec4(0.3, 1, 0.3, 1))
    im.TextWrapped("-debugVehicleLoading")
@/lua/ge/extensions/editor/mainToolbar.lua

  im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
  if editor.beginWindow(toolbarWindowName, "Main Toolbar", nil, true) then
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/imRaceTimes.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/macro/io.lua
  self.name = nodeData.name
  self.color = im.ImVec4(nodeData.color[1], nodeData.color[2], nodeData.color[3], nodeData.color[4])
  self.ioType = nodeData.ioType
@/lua/ge/extensions/util/vehicleRopeDebug.lua
        if selectedRope.anchorAFixed then
          im.ColorButton("##FixedAHeader", im.ImVec4(0.2, 0.4, 0.8, 1.0), im.ColorEditFlags_NoTooltip, im.ImVec2(20, 20))
          if im.IsItemHovered() then im.SetTooltip("Fixed Anchor A - Blue spheres") end
        else
          im.ColorButton("##FreeAHeader", im.ImVec4(0.2, 0.8, 0.8, 1.0), im.ColorEditFlags_NoTooltip, im.ImVec2(20, 20))
          if im.IsItemHovered() then im.SetTooltip("Free Anchor A - Cyan spheres") end
        if selectedRope.anchorBFixed then
          im.ColorButton("##FixedBHeader", im.ImVec4(0.8, 0.2, 0.2, 1.0), im.ColorEditFlags_NoTooltip, im.ImVec2(20, 20))
          if im.IsItemHovered() then im.SetTooltip("Fixed Anchor B - Red spheres") end
        else
          im.ColorButton("##FreeBHeader", im.ImVec4(0.2, 0.8, 0.2, 1.0), im.ColorEditFlags_NoTooltip, im.ImVec2(20, 20))
          if im.IsItemHovered() then im.SetTooltip("Free Anchor B - Green spheres") end
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
local style = {
  textColor = im.ImVec4(1.0, 1.0, 0.0, 1.0),
  buttonColorBase = im.ImVec4(0,0,0,1.0),
  textColor = im.ImVec4(1.0, 1.0, 0.0, 1.0),
  buttonColorBase = im.ImVec4(0,0,0,1.0),
  buttonColorBG = im.ImVec4(0,0,0,1),
  buttonColorBase = im.ImVec4(0,0,0,1.0),
  buttonColorBG = im.ImVec4(0,0,0,1),
  buttonColorBGSelected = im.ImVec4(0,0,0,1),
  buttonColorBG = im.ImVec4(0,0,0,1),
  buttonColorBGSelected = im.ImVec4(0,0,0,1),
  colorYellow = im.ImVec4(1,1,0,1),
  buttonColorBGSelected = im.ImVec4(0,0,0,1),
  colorYellow = im.ImVec4(1,1,0,1),
  colorRed = im.ImVec4(1,0,0,1),
  colorYellow = im.ImVec4(1,1,0,1),
  colorRed = im.ImVec4(1,0,0,1),
  colorGreen =im.ImVec4(0,1,0,1),
  colorRed = im.ImVec4(1,0,0,1),
  colorGreen =im.ImVec4(0,1,0,1),
  selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0),
  colorGreen =im.ImVec4(0,1,0,1),
  selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0),
  initialWindowSize = im.ImVec2(400, 300),
  im.PopItemWidth()
  if materialSettings.groundModelHasChanged then im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), "Groundmodel has been modified.\nHit DRIVE to apply changes to the track.") end
    local p = im.ImVec2(pos.x + im.GetCursorPosX() - 4 ,pos.y + im.GetCursorPosY()-4)
    local col = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,1))
    im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), p, im.ImVec2(p.x+1,p.y+40), col)
  if isOnGlowCity then
    style.textColor = im.ImVec4(0.3, 0.3, 1, 1.0)
    style.buttonColorBase = im.ImVec4(0.2,0.2,0.2,1.0)
    style.textColor = im.ImVec4(0.3, 0.3, 1, 1.0)
    style.buttonColorBase = im.ImVec4(0.2,0.2,0.2,1.0)
    style.buttonColorBG = im.ImVec4(0.9,0.9,0.9,1)
    style.buttonColorBase = im.ImVec4(0.2,0.2,0.2,1.0)
    style.buttonColorBG = im.ImVec4(0.9,0.9,0.9,1)
    style.buttonColorBGSelected = im.ImVec4(170/255,204/255,244/255,1)
    style.buttonColorBG = im.ImVec4(0.9,0.9,0.9,1)
    style.buttonColorBGSelected = im.ImVec4(170/255,204/255,244/255,1)
    style.selectedPieceColor = im.ImVec4(1, 0.9,0.25, 1.0)
    style.buttonColorBGSelected = im.ImVec4(170/255,204/255,244/255,1)
    style.selectedPieceColor = im.ImVec4(1, 0.9,0.25, 1.0)
    style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(0.6,0.5,0,1),im.ImVec4(0.8,0,0,1),im.ImVec4(0,0.5,0,1)
    style.selectedPieceColor = im.ImVec4(1, 0.9,0.25, 1.0)
    style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(0.6,0.5,0,1),im.ImVec4(0.8,0,0,1),im.ImVec4(0,0.5,0,1)
    im.StyleColorsLight(im.GetStyle())
    style.selectedPieceColor = im.ImVec4(1, 0.9,0.25, 1.0)
    style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(0.6,0.5,0,1),im.ImVec4(0.8,0,0,1),im.ImVec4(0,0.5,0,1)
    im.StyleColorsLight(im.GetStyle())
    style.selectedPieceColor = im.ImVec4(1, 0.9,0.25, 1.0)
    style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(0.6,0.5,0,1),im.ImVec4(0.8,0,0,1),im.ImVec4(0,0.5,0,1)
    im.StyleColorsLight(im.GetStyle())
  else
    style.textColor = im.ImVec4(1.0, 1.0, 0.0, 1.0)
    style.buttonColorBase = im.ImVec4(0.9,0.9,0.9,1.0)
    style.textColor = im.ImVec4(1.0, 1.0, 0.0, 1.0)
    style.buttonColorBase = im.ImVec4(0.9,0.9,0.9,1.0)
    style.buttonColorBG = im.ImVec4(0.3,0.3,0.3,1)
    style.buttonColorBase = im.ImVec4(0.9,0.9,0.9,1.0)
    style.buttonColorBG = im.ImVec4(0.3,0.3,0.3,1)
    style.buttonColorBGSelected = im.ImVec4(35/255,68/255,108/255,1)
    style.buttonColorBG = im.ImVec4(0.3,0.3,0.3,1)
    style.buttonColorBGSelected = im.ImVec4(35/255,68/255,108/255,1)
    style.selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0)
    style.buttonColorBGSelected = im.ImVec4(35/255,68/255,108/255,1)
    style.selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0)
    style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(1,1,0,1),im.ImVec4(1,0,0,1),im.ImVec4(0,1,0,1)
    style.selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0)
    style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(1,1,0,1),im.ImVec4(1,0,0,1),im.ImVec4(0,1,0,1)
    style.selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0)
    style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(1,1,0,1),im.ImVec4(1,0,0,1),im.ImVec4(0,1,0,1)
    style.selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0)
    style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(1,1,0,1),im.ImVec4(1,0,0,1),im.ImVec4(0,1,0,1)
@/lua/ge/extensions/flowgraph/nodes/activity/attemptStars.lua
C.name = 'Activity Attempt Stars'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Adds fulfilled stars to an attempt. Add more pins to add star keys."
@/lua/ge/extensions/editor/missionPlaybook/missionTreeViewer.lua
local im = ui_imgui
local hColor = im.ImVec4(0.3,1,0.2,1)
local defaultStarColor = im.ImVec4(1,1,0.2,1)
local hColor = im.ImVec4(0.3,1,0.2,1)
local defaultStarColor = im.ImVec4(1,1,0.2,1)
local bonusStarColor = im.ImVec4(0.3,1,1,1)
local defaultStarColor = im.ImVec4(1,1,0.2,1)
local bonusStarColor = im.ImVec4(0.3,1,1,1)
local toolWindowName = "Playbook Mission Tree Viewer"
local nodeColors = {
  green = im.ImVec4(0.4, 0.9, 0.55, 0.9),
  yellow = im.ImVec4(0.8, 0.8, 0.4, 0.9),
  green = im.ImVec4(0.4, 0.9, 0.55, 0.9),
  yellow = im.ImVec4(0.8, 0.8, 0.4, 0.9),
  red = im.ImVec4(0.9, 0.5, 0.45, 0.9),
  yellow = im.ImVec4(0.8, 0.8, 0.4, 0.9),
  red = im.ImVec4(0.9, 0.5, 0.45, 0.9),
  local str = 0.2
  ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBg, im.ImVec4(clr.x*str, clr.y*str, clr.z*str, 0.95))
  ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBorder, clr)
  local itemRect = GetItemRect()
  local outClr = im.ImVec4(1,1,1,1)
  im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(outClr), 3)
      im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
      im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1)), 3
      )
      im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
      im.GetColorU322(im.ImVec4(clr.x*str, clr.y*str, clr.z*str, 0.6)), 3, nil , 2
      )
    local otherPinIn, otherPinOut = pinIds(otherNode.id)
    ui_flowgraph_editor.Link(linkIds, ownPinOut, otherPinIn, im.ImVec4(1,1,1,1), 2 * im.uiscale[0], false, "")
    linkIds = linkIds +1
@/lua/ge/extensions/editor/flowgraph/welcome.lua
local function fancyIconButton(id, icon, iconHover, txt, lowerTxt)
  local col = im.ImVec4(1, 1, 1, 1)
  local ico = icon
  if hoverState[id] then
    col = im.ImVec4(1,0.5,0,1)
    ico = iconHover
  im.SameLine()
  editor.uiIconImage(ico, im.ImVec2(32, 32), col, im.ImVec4(0,0,0,0))
  im.SameLine()
  if lowerTxt then
    im.PushStyleColor2(im.Col_Text, im.ImVec4(0.5, 0.5, 0.5, 1))
    im.PushTextWrapPos(im.GetCursorPosX() +  math.max(minWrap,math.min(im.GetContentRegionAvailWidth(), maxWrap-43)))
  --im.EndChild()
  --im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(1, 0, 0, 1)))
end
  im.Image(self.headerImage.texId, self.headerImageSize, im.ImVec2(0, 0), im.ImVec2(1, 1), col)
  --im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(1, 0, 0, 1)))
  end
  --im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(1, 0, 1, 1)))
  im.PopStyleVar()
  --im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(0.5, 0, 1, 1)))
@/lua/ge/extensions/editor/materialEditor.lua

  local warnCol = im.ImVec4(1.00, 0.85, 0.30, 1.0)
  local errCol  = im.ImVec4(1.00, 0.25, 0.25, 1.0)
  local warnCol = im.ImVec4(1.00, 0.85, 0.30, 1.0)
  local errCol  = im.ImVec4(1.00, 0.25, 0.25, 1.0)
  local infoCol = im.ImVec4(0.45, 0.65, 1.00, 1.0)
  local errCol  = im.ImVec4(1.00, 0.25, 0.25, 1.0)
  local infoCol = im.ImVec4(0.45, 0.65, 1.00, 1.0)

      local colHdr   = im.ImVec4(0.5, 0.9, 1, 1)
      local colEven  = im.ImVec4(1, 1, 1, 0.06)
      local colHdr   = im.ImVec4(0.5, 0.9, 1, 1)
      local colEven  = im.ImVec4(1, 1, 1, 0.06)
      local colOdd   = im.ImVec4(0, 0, 0, 0.1)
      local colEven  = im.ImVec4(1, 1, 1, 0.06)
      local colOdd   = im.ImVec4(0, 0, 0, 0.1)
      local colSel   = im.ImVec4(0.8, 0.4, 0.1, 1)
      local colOdd   = im.ImVec4(0, 0, 0, 0.1)
      local colSel   = im.ImVec4(0.8, 0.4, 0.1, 1)
      local colHover = im.ImVec4(0.2, 0.24, 0.31, 0.78)
      local colSel   = im.ImVec4(0.8, 0.4, 0.1, 1)
      local colHover = im.ImVec4(0.2, 0.24, 0.31, 0.78)
        materialUsageContextMenu(key, idx) -- expects the "MU_Popup_"..key..idx ID inside
        im.TextColored(selected and im.ImVec4(1, 1, 1, 1) or colHdr, key)
        if im.IsItemHovered() then
        materialUsageContextMenu(key, fidx) -- expects the "MU_Popup_"..key..fidx ID inside
        im.TextColored(selected and im.ImVec4(1, 1, 1, 1) or colHdr, key)
        if im.IsItemHovered() then
        if selectedCubemapObj then
          im.PushStyleColor2(im.Col_Button, (selectedCubemapObj:getName() == cubemap) and im.GetStyleColorVec4(im.Col_ButtonActive) or im.ImVec4(1,1,1,0))
        end
    if version and version < 1.5 then
      im.PushStyleColor2(im.Col_Button, im.ImVec4(0, .5, 0, 0.5))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, .7, 0, 0.6))
      im.PushStyleColor2(im.Col_Button, im.ImVec4(0, .5, 0, 0.5))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, .7, 0, 0.6))
      im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, .8, 0, 0.7))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, .7, 0, 0.6))
      im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, .8, 0, 0.7))
      if im.Button("Switch to V1.5 (PBR)") then
  if not annotationsTbl or not annotationsTbl[value] then
    bgColor = im.ImVec4(0, 0, 0, 1)
  else
    bgColor =
      im.ImVec4(
      annotationsTbl[value].r / 255,
      if not annotationsTbl or not annotationsTbl[annotations[n]] then
        bgColor = im.ImVec4(0, 0, 0, 1)
      else
        bgColor =
          im.ImVec4(
          annotationsTbl[annotations[n]].r / 255,
  im.PushStyleVar2(im.StyleVar_WindowPadding, im.ImVec2(6, 2))
  im.PushStyleColor2(im.Col_Button, im.ImVec4(1,0.5647,0,1))
  if editor.uiIconImageButton(editor.icons.material_new, im.ImVec2(v.inputWidgetHeight * 1.5, v.inputWidgetHeight * 1.5)) then
    im.SameLine()
    im.TextColored(im.ImVec4(1, 1, 0, 1), "From: " .. pickMaterialsFromObjectName)
  end
    local pos = im.GetCursorPos()
    if editor.uiIconImageButton((newMatMapToLocked == true and editor.icons.lock_outline or editor.icons.lock_open), size, im.ImVec4(1,1,1,0)) then
      newMatMapToLocked = not newMatMapToLocked
    im.SetCursorPos(im.ImVec2(im.GetCursorPosX(), im.GetContentRegionAvail().y + im.GetCursorPosY() - im.GetTextLineHeight()))
    im.TextColored(im.ImVec4(1, 1, 0, 1), createMaterialMessage)
  end
@/lua/ge/extensions/gameplay/drift/general.lua
local im = ui_imgui
local imVec4Red = im.ImVec4(1,0.1,0,1)
local driftAppMounted = false
@/lua/ge/extensions/editor/rallyEditor/pacenotes/pacenoteForm.lua
  else
    voicePlayClr = im.ImVec4(0.5, 0.5, 0.5, 1.0)
    tooltipStr = "Codriver: "..codriver.name.."\nPacenote audio file not found:\n"..fname
  im.SameLine()
  im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
  im.tooltip("Default: unchecked\nWhen checked, the next corner will be delayed until this corner is reached.")
  im.SameLine()
  im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
  im.tooltip("Default: checked\nReset the automatic odometer after the pacenote used for calculating distance calls.\n\nWhen unchecked, this pacenote will be skipped and the distance\ncall will be calculated between the previous and next pacenotes.")
  im.SameLine()
  im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
  im.tooltip("Default: unchecked\nWhen checked, distance call will not be included in this pacenote.")
@/lua/ge/extensions/editor/rallyEditor/static.lua
    for _ = 1,3 do im.Spacing() end
    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"))
      else
        voicePlayClr = im.ImVec4(0.5, 0.5, 0.5, 1.0)
        tooltipStr = "Pacenote audio file not found:\n" .. variant.audioFname
  --       else
  --         voicePlayClr = im.ImVec4(0.5, 0.5, 0.5, 1.0)
  --         tooltipStr = "Codriver: " .. codriver.name .. "\nPacenote audio file not found:\n" .. fname
  --       else
  --         voicePlayClr = im.ImVec4(0.5, 0.5, 0.5, 1.0)
  --         tooltipStr = "Codriver: "..codriver.name.."\nPacenote audio file not found:\n"..fname
@/lua/ge/extensions/flowgraph/nodes/debug/multiFlow.lua
  local activeBool = self.pinIn.a.value -- (im.GetIO().Framerate)
  local activeColor = im.ImVec4(0, 1, 0, (activeBool and 1 or 0.5))
  local iconImage = activeBool and editor.icons.check_box or editor.icons.check_box_outline_blank
  activeBool = self.pinIn.b.value -- (im.GetIO().Framerate)
  activeColor = im.ImVec4(1, 1, 0, (activeBool and 1 or 0.5))
  iconImage = activeBool and editor.icons.check_box or editor.icons.check_box_outline_blank
    activeBool = self.pinIn.c.value -- (im.GetIO().Framerate)
  activeColor = im.ImVec4(1, 0, 0, (activeBool and 1 or 0.5))
  iconImage = activeBool and editor.icons.check_box or editor.icons.check_box_outline_blank
    activeBool = self.pinIn.d.value -- (im.GetIO().Framerate)
  activeColor = im.ImVec4(1, 0, 1, (activeBool and 1 or 0.5))
  iconImage = activeBool and editor.icons.check_box or editor.icons.check_box_outline_blank
@/lua/ge/extensions/flowgraph/basenode.lua
  self.color = ui_flowgraph_editor.nodeColors.default
  self.iconColor = im.ImVec4(1, 1, 1, 0.8)
  self.durationState = 'inactive'
  if self._error then
    headerColor = im.ImVec4(1,0,0,1)
    displayedName = "[[ERROR]]" .. displayedName
  if self.obsolete then
    headerColor = im.ImVec4(0,0,0,0.25)
  end
      if self._frameLastUsed == -1 then
        self._lastHeatmapColor = im.ImVec4(0.2,0.2,0.2, 1)
      else
        local c = self:HSVtoRGB(math.max(0.3-oldness*0.15,-0.3), math.min(1, 2/(( self.mgr.frameCount- self._frameLastUsed )/100+1)), 1)
        self._lastHeatmapColor = im.ImVec4(c[1],c[2],c[3],0.9)
      end
    end
    headerColor = self._lastHeatmapColor or im.ImVec4(0.2,0.2,0.2, 1)
    im.PushStyleVar2(im.StyleVar_WindowPadding, im.ImVec2(5, 5))
    im.PushStyleColor2(im.Col_Separator, im.ImVec4(1.0, 1.0, 1.0, 0.175))
    if self.mgr.runningState ~= "running" then
    if self.mgr.runningState ~= "running" then
      im.PushStyleColor2(im.Col_Border, im.ImVec4(1.0, 1.0, 1.0, 0.25))
    end
    local fgClr = self.customIconColor or self.iconColor
    fgClr = im.ImVec4(fgClr.x, fgClr.y, fgClr.z, fgClr.w * 0.25)
    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.ImDrawList_AddRectFilled(im.GetWindowDrawList(), self.overDrawSize.top_left(), self.overDrawSize.bottom_right(), im.GetColorU322(bgClr),8)
    -- this node has errors
    ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBg, im.ImVec4(1, 0, 0, 0.5))
    ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBorder, im.ImVec4(0.5, 0, 0, 0))
    ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBg, im.ImVec4(1, 0, 0, 0.5))
    ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBorder, im.ImVec4(0.5, 0, 0, 0))
  else
    if triggered then
      ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBorder, im.ImVec4(1, 0.5, 0, 1))
    end
  end
  bgClr = im.ImVec4(bgOff+bgClr.x*bgStrength,bgOff+ bgClr.y*bgStrength, bgOff+bgClr.z*bgStrength, 0.95)
  ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBg, bgClr)
        im.SetCursorPos(im.ImVec2(-off.x + builder.NodeRect.x + builder.NodeRect.w - 24 * iconCount - 24, -off.y + builder.NodeRect.y))
        editor.uiIconImage(editor.icons[ui_flowgraph_editor.getBehaviourIcon(b)], im.ImVec2(22, 22), im.ImVec4(1, 1, 1, 0.25))
        iconCount = iconCount + 1
        local c = rainbowColor(10,11-i,1)
        im.PushStyleColor2(im.Col_Button, im.ImVec4(c[1],c[2],c[3],0.5))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(c[1],c[2],c[3],0.9))
        im.PushStyleColor2(im.Col_Button, im.ImVec4(c[1],c[2],c[3],0.5))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(c[1],c[2],c[3],0.9))
        im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(c[1],c[2],c[3],0.8))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(c[1],c[2],c[3],0.9))
        im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(c[1],c[2],c[3],0.8))
        if im.Button("##"..i.."clr", im.ImVec2(15*editor.getPreference("ui.general.scale"), 15* editor.getPreference("ui.general.scale"))) then
  self.customName = nodeData.customName
  self.customColor = nodeData.customColor and im.ImVec4(nodeData.customColor[1], nodeData.customColor[2], nodeData.customColor[3], nodeData.customColor[4])
  self.customIcon = nodeData.customIcon
  self.customIcon = nodeData.customIcon
  self.customIconColor = nodeData.customIconColor and im.ImVec4(nodeData.customIconColor[1], nodeData.customIconColor[2], nodeData.customIconColor[3], nodeData.customIconColor[4])
  if nodeData.identifier then
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/filePath.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua

  im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
  if editor.beginWindow(toolbarWindowName, toolbarWindowName, toolbarFlags, true) then
    --[[
    local regularColor = im.ImVec4(1,1,1,1)
    local selectedColor = im.GetStyleColorVec4(im.Col_ButtonActive)
@/lua/ge/extensions/editor/bulkRename.lua
            if entry.collidedWithId ~= 0 then
              imgui.TextColored(imgui.ImVec4(255, 0, 0, 255), tostring(entry.collidedWithId))
            end
@/lua/ge/extensions/flowgraph/pin.lua
  if constValue == nil then
    mgr:DrawTypeIcon(self:getTypeWithImpulseAndChain(), self:isUsed(), (constValue ~= nil) and alpha * 0.5 or alpha, nil, (constValue ~= nil) and im.ImVec4(0, 0, 1, 1) or nil)
  else
    im.PushStyleVar2(im.StyleVar_WindowPadding, im.ImVec2(5, 5))
    im.PushStyleColor2(im.Col_Separator, im.ImVec4(1.0, 1.0, 1.0, 0.175))
    if self.graph.mgr.runningState ~= "running" then
    if self.graph.mgr.runningState ~= "running" then
      im.PushStyleColor2(im.Col_Border, im.ImVec4(1.0, 1.0, 1.0, 0.25))
    end

    self.graph.mgr:DrawTypeIcon(self.type, connectedLink ~= nil, 1, nil, (constValue ~= nil) and im.ImVec4(0, 0, 1, 1) or nil)
    im.SameLine()
  if constValue ~= nil then
    ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_PinRect, im.ImVec4(0, 0.7, 0, 0.5))
    --ui_flowgraph_editor.PushStyleVar1(ui_flowgraph_editor.StyleVar_PinCorners, 8)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceData.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/dynamicDecals/widgets.lua
      i = i + 1
      if im.ColorButton(string.format("##pres_%s_%d", guiId, k), im.ImVec4(col[1],col[2],col[3],col[4]), nil, im.ImVec2(btnSize, btnSize)) then
        value = shallowcopy(col)

  if im.ColorButton(string.format("%s_openPopupColorButton", widgetId), im.ImVec4(value[1],value[2],value[3],value[4]), nil, nil) then
    im.OpenPopup(string.format("%s_Point4FColorPopup", widgetId))
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceDisqualify.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/flowgraph/search.lua
C.arrowControllable = true
local matchColor = im.ImVec4(1,0.5,0,1)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/fileRace.lua
-- C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/core/metrics.lua

    im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 1, 0.5))
    -- full stats
@/lua/ge/extensions/flowgraph/nodes/mission/removeStashedPlayerVehicle.lua
C.name = 'Remove Stashed Player Vehicle'
C.color = im.ImVec4(0.13, 0.3, 0.64, 0.75)
C.description = "Removes a stashed player vehicle from the mission cleanup node."
@/lua/ge/extensions/editor/forestEditor.lua
local roadRiverGui = extensions.editor_roadRiverGui
local yellow = im.ImVec4(1, 1, 0, 1)
local copyItemsArray = {}
    if item:getKey() == 0 then
      im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), 'Invalid item!')
      return
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceAiParameters.lua
C.category = 'once_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.author = 'BeamNG'
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/vePartList.lua
local backgroundCol = im.GetStyleColorVec4(im.Col_Button)
local highLightBg   = im.ImVec4(0.5, 0, 0, 1)
@/lua/ge/extensions/editor/missionEditor/objectives.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
-- style helper
local noTranslation = "No Translation found!"
local grayColor = im.ImVec4(0.6,0.6,0.6,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local grayColor = im.ImVec4(0.6,0.6,0.6,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local greenColor = im.ImVec4(0.2,1,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local greenColor = im.ImVec4(0.2,1,0.2,1)
@/lua/ge/extensions/editor/api/genericInspector.lua
  if not self.matchedFilterStaticFields then
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.5, 0, 1))
    imgui.Text("")
  self.maxGroupCount = 500
  self.arrayHeaderBgColor = imgui.ImVec4(0.04, 0.15, 0.1, 1)
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
-- UI Color constants
local colorGreen = im.ImVec4(0.2, 1.0, 0.2, 1.0)
local colorRed = im.ImVec4(0.9, 0.4, 0.4, 1.0)
local colorGreen = im.ImVec4(0.2, 1.0, 0.2, 1.0)
local colorRed = im.ImVec4(0.9, 0.4, 0.4, 1.0)
local colorYellow = im.ImVec4(1.0, 0.8, 0.2, 1.0)
local colorRed = im.ImVec4(0.9, 0.4, 0.4, 1.0)
local colorYellow = im.ImVec4(1.0, 0.8, 0.2, 1.0)
local colorLightBlue = im.ImVec4(0.5, 0.8, 1.0, 1.0)
local colorYellow = im.ImVec4(1.0, 0.8, 0.2, 1.0)
local colorLightBlue = im.ImVec4(0.5, 0.8, 1.0, 1.0)
local colorOrange = im.ImVec4(1.0, 0.6, 0.2, 1.0)
local colorLightBlue = im.ImVec4(0.5, 0.8, 1.0, 1.0)
local colorOrange = im.ImVec4(1.0, 0.6, 0.2, 1.0)
  if isPaused then
    im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.4, 0.1, 1.0))
    im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.5, 0.15, 1.0))
    im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.4, 0.1, 1.0))
    im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.5, 0.15, 1.0))
    im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.6, 0.3, 0.05, 1.0))
    im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.5, 0.15, 1.0))
    im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.6, 0.3, 0.05, 1.0))
  end
@/lua/ge/extensions/gameplay/util/crashDetection.lua
              if series.color then
                im.PushStyleColor2(im.Col_Text, im.ImVec4(series.color[1], series.color[2], series.color[3], series.color[4] or 1))
                im.TextWrapped(series.displayName)
@/lua/ge/extensions/gameplay/drag/debug.lua

local red = im.ImVec4(1,0.5,0.5,0.75)
local yellow = im.ImVec4(1,1,0.5,0.75)
local red = im.ImVec4(1,0.5,0.5,0.75)
local yellow = im.ImVec4(1,1,0.5,0.75)
local green = im.ImVec4(0.5,1,0.5,0.75)
local yellow = im.ImVec4(1,1,0.5,0.75)
local green = im.ImVec4(0.5,1,0.5,0.75)
@/lua/ge/extensions/flowgraph/manager.lua
  local mp = im.GetMousePos()
  if ui_flowgraph_editor.BeginCreate(im.ImVec4(1, 1, 1, 1), 2) then
    self:setupCreationWorkflow()
        if startPin == endPin then
          ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0, 0, 1), 2)
        elseif startPin.node.id == endPin.node.id then
          fg_utils.showLabel("x Cannot connect to the same node!", im.ImVec4(0.176, 0.125, 0.125, 0.706))
          ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0.5, 0.5, 1), 2)
          fg_utils.showLabel("x Cannot connect to the same node!", im.ImVec4(0.176, 0.125, 0.125, 0.706))
          ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0.5, 0.5, 1), 2)
        elseif endPin.direction == startPin.direction then
          fg_utils.showLabel("x Cannot connect In- to Out-Pins.", im.ImVec4(0.176, 0.125, 0.125, 0.706))
          ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0, 0, 1), 2)
          fg_utils.showLabel("x Cannot connect In- to Out-Pins.", im.ImVec4(0.176, 0.125, 0.125, 0.706))
          ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0, 0, 1), 2)
                  and (startPin:getTableType() ~= endPin:getTableType() and startPin:getTableType() ~= 'generic' and endPin:getTableType() ~= 'generic') then
            fg_utils.showLabel("x Incompatible Table Types: " .. tostring(startPin:getTableType()) .. ' and ' .. tostring(endPin:getTableType()), im.ImVec4(0.176, 0.125, 0.125, 0.706))
          else
          else
            fg_utils.showLabel("x Incompatible Types: " .. tostring(startPin.type) .. ' and ' .. tostring(endPin.type), im.ImVec4(0.176, 0.125, 0.125, 0.706))
          end
          end
          ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0.5, 0.5, 1), 2)

          fg_utils.showLabel("x Cannot connect backwards!", im.ImVec4(0.176, 0.125, 0.125, 0.706))
          ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0.5, 0.5, 1), 2)
          fg_utils.showLabel("x Cannot connect backwards!", im.ImVec4(0.176, 0.125, 0.125, 0.706))
          ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0.5, 0.5, 1), 2)

          if ui_flowgraph_editor.AcceptNewItem2(im.ImVec4(0.5, 1, 0.5, 1), 4) then
          fg_utils.showLabel("Replace link")
          if ui_flowgraph_editor.AcceptNewItem2(im.ImVec4(0.5, 1, 0.5, 1), 4) then
            local p1 = self.graph:findPin(ui_flowgraph_editor.PtrToId(startPinId))
        else
          fg_utils.showLabel("+ Create Link", im.ImVec4(0.125, 0.176, 0.125, 0.706))
          if ui_flowgraph_editor.AcceptNewItem2(im.ImVec4(0.5, 1, 0.5, 1), 4) then
          fg_utils.showLabel("+ Create Link", im.ImVec4(0.125, 0.176, 0.125, 0.706))
          if ui_flowgraph_editor.AcceptNewItem2(im.ImVec4(0.5, 1, 0.5, 1), 4) then
            local p1 = self.graph:findPin(ui_flowgraph_editor.PtrToId(startPinId))
      if self.newLinkPin then
        fg_utils.showLabel("+ Create Node", im.ImVec4(0.125, 0.176, 0.125, 0.706))
      end
  if innercolor == nil then
    innercolor = im.ImVec4(0.125, 0.125, 0.125, alpha)
  end
@/lua/common/extensions/ui/imgui_custom_luaintf.lua
  function M.ImVec4(x, y, z, w)
    return imgui.ImVec4(x, y, z, w)
  end
  function M.ImVec4Ptr(x, y, z, w)
    return M.ImVec4(x, y, z, w)
  end
    local sc = 1/255
    res.Value = M.ImVec4(r * sc, g * sc, b * sc, (a or 255) * sc)
    return res

  local matchColor = M.ImVec4(1,0.5,0,1)
  function M.HighlightText(label, highlightText)

  local headerDefaultColor = M.ImVec4(1,0.6,0,8,0.75)
  function M.HeaderText(text, color)
@/lua/ge/extensions/editor/util/transformUtil.lua
local im = ui_imgui
local smallButtonColor = im.ImVec4(1, 1, 1, 0.5)
local activeColor = im.ImVec4(0.5, 1, 0.5, 0.8)
local smallButtonColor = im.ImVec4(1, 1, 1, 0.5)
local activeColor = im.ImVec4(0.5, 1, 0.5, 0.8)
local _uid = 0 -- do not use ever
@/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))
  if debugData.crawlerData.points >= 50 then
    im.TextColored(im.ImVec4(1, 0, 0, 1), "DNF THRESHOLD REACHED!")
  end
  if debugData.isDisqualified then
    im.TextColored(im.ImVec4(1, 0, 0, 1), "DISQUALIFIED")
  end

  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.TextColored(im.ImVec4(0, 1, 0.5, 1), "=== RECOVERY CHECKPOINT ===")
  local rcp = debugData.lastRecoveryCheckpoint

  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))
    if distance >= 10.0 then
      im.TextColored(im.ImVec4(1, 0, 0, 1), "DNF DISTANCE REACHED!")
    end

  im.TextColored(im.ImVec4(1, 0, 1, 1), "=== EVENT LOG ===")
  if im.CollapsingHeader1("Recent Events", im.TreeNodeFlags_DefaultOpen) then

      local color = im.ImVec4(1, 1, 1, 1)
      if event.type == "penalty" then
        if event.points and event.points < 0 then
          color = im.ImVec4(0, 1, 0, 1) -- Green for bonuses
        else
        else
          color = im.ImVec4(1, 0.5, 0, 1) -- Orange for penalties
        end
      elseif event.type == "checkpoint" then
        color = im.ImVec4(0, 1, 1, 1) -- Cyan for checkpoints
      end

  im.TextColored(im.ImVec4(1, 1, 0, 1), "=== TRAIL INFO ===")
  im.Text("Trail ID: " .. (debugData.trail.id or "Unknown"))

  im.TextColored(im.ImVec4(0, 1, 0, 1), "=== VEHICLE INFO ===")
  if debugData.crawlerData and debugData.crawlerData.dynamicData then

  im.TextColored(im.ImVec4(0, 0, 1, 1), "=== NODES ===")
  local path = nil

        local color = im.ImVec4(1, 1, 1, 1)
        if isCompleted then
        if isCompleted then
          color = im.ImVec4(0, 1, 0, 1) -- Green for completed
        elseif isCurrent then
        elseif isCurrent then
          color = im.ImVec4(1, 1, 0, 1) -- Yellow for current
        elseif isRecovery then
        elseif isRecovery then
          color = im.ImVec4(0.2, 0.8, 0.2, 1) -- Green for recovery
        elseif isBonus then
        elseif isBonus then
          color = im.ImVec4(1, 0.8, 0, 1) -- Gold for bonus
        end

  im.TextColored(im.ImVec4(1, 0.5, 0, 1), "=== TRAIL STATUS ===")
  if debugData.isDisqualified then
  if debugData.isDisqualified then
    im.TextColored(im.ImVec4(1, 0, 0, 1), "DISQUALIFIED")
  elseif debugData.isCompleting then
  elseif debugData.isCompleting then
    im.TextColored(im.ImVec4(0, 1, 0, 1), "COMPLETING - Waiting for results...")
  elseif debugData.isFinished then
  elseif debugData.isFinished then
    im.TextColored(im.ImVec4(0, 1, 0, 1), "FINISHED")
  else
  else
    im.TextColored(im.ImVec4(1, 1, 0, 1), "ACTIVE")
  end
@/gameplay/missionTypes/precisionParking/customNodes/parkingPointsNode.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(0.4, 0.9, 1.0, 0.9)
C.author = 'BeamNG'
@/lua/ge/extensions/editor/dynamicDecals/fonts.lua
            0,
            (editor.getPreference("dynamicDecalsTool.fonts.markMissingGlyphs") and char.exists == false) and im.ImVec4(1, 0, 0, 0.1) or nil
          )
            0,
            (editor.getPreference("dynamicDecalsTool.fonts.markMissingGlyphs") and char.exists == false) and im.ImVec4(1, 0, 0, 0.1) or nil
          )
@/lua/ge/extensions/editor/sensorConfigurationEditor.lua
}
local dullWhite = im.ImVec4(1, 1, 1, 0.5)                                                           -- Some commonly-used Imgui colour vectors.
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local dullWhite = im.ImVec4(1, 1, 1, 0.5)                                                           -- Some commonly-used Imgui colour vectors.
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local sensorIcon = im.ImVec2(32, 32)                                                                -- Some commonly-used Imgui icon size vectors.

    local bgColor = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1.0))
    local borderColor = im.GetColorU322(im.ImVec4(0.6, 0.6, 0.6, 1.0))
    local bgColor = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1.0))
    local borderColor = im.GetColorU322(im.ImVec4(0.6, 0.6, 0.6, 1.0))
    local markerColor = im.GetColorU322(greenB)
@/lua/ge/extensions/flowgraph/nodes/input/getActionControl.lua
C.description = 'Returns the control to a given input action'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.category = 'repeat_instant'
@/lua/ge/extensions/flowgraph/utils.lua
function M.showLabel(label, color)
  if color == nil then color = im.ImVec4(1, 0, 0, 0.4) end
  im.SetCursorPosY(im.GetCursorPosY() - im.GetTextLineHeight())
@/lua/ge/extensions/editor/multiSpawnManager.lua
local dummy = im.ImVec2(5, 5)
local colorWarning, colorError = im.ImVec4(1, 1, 0, 1), im.ImVec4(1, 0, 0, 1)
local dummy = im.ImVec2(5, 5)
local colorWarning, colorError = im.ImVec4(1, 1, 0, 1), im.ImVec4(1, 0, 0, 1)
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
  if ImVec2_uv1 == nil then ImVec2_uv1 = M.ImVec2(1,1) end
  if ImVec4_tint_col == nil then ImVec4_tint_col = M.ImVec4(1,1,1,1) end
  if ImVec4_border_col == nil then ImVec4_border_col = M.ImVec4(0,0,0,0) end
  if ImVec4_tint_col == nil then ImVec4_tint_col = M.ImVec4(1,1,1,1) end
  if ImVec4_border_col == nil then ImVec4_border_col = M.ImVec4(0,0,0,0) end
  imgui.Image(ImTextureID_user_texture_id, ImVec2_size, ImVec2_uv0, ImVec2_uv1, ImVec4_tint_col, ImVec4_border_col)
  if ImVec2_uv1 == nil then ImVec2_uv1 = M.ImVec2(1,1) end
  if ImVec4_bg_col == nil then ImVec4_bg_col = M.ImVec4(0,0,0,0) end
  if ImVec4_tint_col == nil then ImVec4_tint_col = M.ImVec4(1,1,1,1) end
  if ImVec4_bg_col == nil then ImVec4_bg_col = M.ImVec4(0,0,0,0) end
  if ImVec4_tint_col == nil then ImVec4_tint_col = M.ImVec4(1,1,1,1) end
  if string_str_id == nil then log("E", "", "Parameter 'string_str_id' of function 'ImageButton' cannot be nil, as the c type is 'const char *'") ; return end
@/lua/ge/extensions/editor/crawlEditor/trails.lua
    im.Text("Mission Name: " .. (trail._fileName or "unnamed"))
    im.TextColored(im.ImVec4(0.7, 0.7, 0.7, 1), "(Same as trail name)")
  end
    im.Separator()
    im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Mission Trail")
    im.Text("This trail is from a mission.")
@/lua/ge/extensions/editor/trafficDebug.lua
local colors = {
  white = im.ImVec4(1, 1, 1, 1),
  red = im.ImVec4(1, 0, 0, 1),
  white = im.ImVec4(1, 1, 1, 1),
  red = im.ImVec4(1, 0, 0, 1),
  yellow = im.ImVec4(1, 1, 0.5, 1),
  red = im.ImVec4(1, 0, 0, 1),
  yellow = im.ImVec4(1, 1, 0.5, 1),
  silver = im.ImVec4(0.75, 0.75, 0.75, 1),
  yellow = im.ImVec4(1, 1, 0.5, 1),
  silver = im.ImVec4(0.75, 0.75, 0.75, 1),
  grey = im.ImVec4(0.5, 0.5, 0.5, 1)
  silver = im.ImVec4(0.75, 0.75, 0.75, 1),
  grey = im.ImVec4(0.5, 0.5, 0.5, 1)
}
@/gameplay/missionTypes/collection/customNodes/collectionMarkersNode.lua
C.category = 'once_instant'
C.color = im.ImVec4(0.4, 0.9, 1.0, 0.9)
C.author = 'BeamNG'
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceHighscoresLap.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/gameplay/missionTypes/aiRace/customNodes/getRankStringNode.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.author = 'BeamNG'
@/lua/common/extensions/ui/flowgraph/editor_api_luaintf.lua
  M.Link = function(id, startPinId, endPinId, color, thickness, isShortcut, shortCutLabel)
    if color == nil then color = im.ImVec4(1, 1, 1, 1) end
    if thickness == nil then thickness = 1.0 end
  M.BeginCreate = function(color, thickness)
    if color == nil then color = im.ImVec4(1, 1, 1, 1) end
    if thickness == nil then thickness = 1.0 end
@/gameplay/missionTypes/targetjump/customNodes/CalculateZonePointRewardNode.lua
C.description = "Draws zones from the zones file."
C.color = im.ImVec4(0.03, 0.3, 0.84, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/camPathEditor.lua
        local isSelected = (index == currentMarkerIndex)
        im.PushStyleColor2(im.Col_Header, isSelected and im.ImVec4(0.3, 0.6, 0.9, 0.8) or im.ImVec4(0, 0, 0, 0))
        if im.Selectable1(tostring(index), isSelected) then
        local isSelected = (index == currentMarkerIndex)
        im.PushStyleColor2(im.Col_Header, isSelected and im.ImVec4(0.3, 0.6, 0.9, 0.8) or im.ImVec4(0, 0, 0, 0))
        if im.Selectable1(tostring(index), isSelected) then
        -- Make time column also selectable for better UX
        im.PushStyleColor2(im.Col_Header, isSelected and im.ImVec4(0.3, 0.6, 0.9, 0.8) or im.ImVec4(0, 0, 0, 0))
        if im.Selectable1(string.format('%.1fs', marker.time), isSelected) then
        -- Make time column also selectable for better UX
        im.PushStyleColor2(im.Col_Header, isSelected and im.ImVec4(0.3, 0.6, 0.9, 0.8) or im.ImVec4(0, 0, 0, 0))
        if im.Selectable1(string.format('%.1fs', marker.time), isSelected) then
        im.TableSetColumnIndex(2)
        im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.5, 0.5, 0.8))
        im.PushID4(index)

      im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0.5, 0, 0.5))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.7, 0, 0.6))
      im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0.5, 0, 0.5))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.7, 0, 0.6))
      im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, 0.8, 0, 0.7))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.7, 0, 0.6))
      im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, 0.8, 0, 0.7))
      if im.Button('Play', im.ImVec2(playButtonWidth, 30 * im.uiscale[0])) then
      im.SameLine()
      im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0.3, 0, 0.5))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.5, 0, 0.6))
      im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0.3, 0, 0.5))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.5, 0, 0.6))
      im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, 0.6, 0, 0.7))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.5, 0, 0.6))
      im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, 0.6, 0, 0.7))
      if im.Button('Play (Close Editor)', im.ImVec2(playButtonWidth, 30 * im.uiscale[0])) then

      im.PushStyleColor2(im.Col_Button, im.ImVec4(0.5, 0, 0, 0.5))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.7, 0, 0, 0.6))
      im.PushStyleColor2(im.Col_Button, im.ImVec4(0.5, 0, 0, 0.5))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.7, 0, 0, 0.6))
      im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.8, 0, 0, 0.7))
      im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.7, 0, 0, 0.6))
      im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.8, 0, 0, 0.7))
      if im.Button('Stop', im.ImVec2(stopButtonWidth, 30 * im.uiscale[0])) then
@/lua/ge/extensions/editor/util/zoneSelectorUtil.lua
local im = ui_imgui
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
@/lua/ge/extensions/flowgraph/nodes/states/stateNode.lua
C.color = ufe.nodeColors.state
local startColor = im.ImVec4(0.4, 1, 0.4, 1)
@/lua/ge/extensions/flowgraph/nodes/input/blacklistAction.lua
C.description = 'Enables or disables various actions, like a scenario does.'
C.color = im.ImVec4(0, 0.3, 1, 0.75)
C.icon = "videogame_asset"

local matchColor = im.ImVec4(1, 0.5, 0, 1)
function C:highlightText(label, highlightText)
@/lua/ge/extensions/editor/flowgraph/execution.lua
    if matchType == "exact" then
      color = im.ImVec4(0.5, 1, 0.8, 1)  -- Green - exact match
      tooltipText = "Mission selected in Mission Editor:\n" .. selectedMission.id .. "\n\nThis is the mission instance's custom flowgraph.\nVariables will be applied when started."
    elseif matchType == "missionTypeMain" then
      color = im.ImVec4(0.5, 1, 0.8, 1)  -- Green - mission type main
      tooltipText = "Mission selected in Mission Editor:\n" .. selectedMission.id .. "\n\nThis is the mission type's main flowgraph (" .. selectedMission.missionType .. ")\nwhere mission variables are defined.\nVariables will be applied when started."
    elseif matchType == "sameMissionType" then
      color = im.ImVec4(1, 0.9, 0.5, 1)  -- Yellow - same mission type
      tooltipText = "Mission selected in Mission Editor:\n" .. selectedMission.id .. "\n\nThis flowgraph is in the same mission type folder (" .. selectedMission.missionType .. ")\nbut is NOT the mission's main flowgraph.\n\nMission variables will still be applied."
    elseif matchType == "differentMissionType" then
      color = im.ImVec4(1, 0.6, 0.3, 1)  -- Orange - different mission type
      tooltipText = "Mission selected in Mission Editor:\n" .. selectedMission.id .. "\n\nThis flowgraph is from a DIFFERENT mission type:\n  This flowgraph: " .. normalizedMgrPath .. "\n  Mission flowgraph: " .. normalizedMissionPath .. "\n\nMission variables will still be applied."
    else  -- noMission
      color = im.ImVec4(0.5, 0.5, 0.5, 0.5)  -- Grey - no mission selected
      tooltipText = "No mission selected in Mission Editor.\n\nSelect a mission to apply mission variables when flowgraph is started."
  if mgr == self.mgr then
    im.TextColored(im.ImVec4(0.8,0.8,1,1), ">"..mgr.name)
  else
@/lua/ge/extensions/flowgraph/nodes/mission/preClean.lua
C.name = 'Mission Cleanup'
C.color = im.ImVec4(0.13, 0.3, 0.64, 0.75)
C.description = "Cleans up the world state before a mission, with parameters that override the mission manager processing."
@/lua/ge/extensions/editor/rallyEditor.lua

      -- local clr = im.ImVec4(1, 0.6, 1, 1)
      -- im.PushFont3('robotomono_regular')
@/lua/ge/extensions/editor/missionPlaybook/unlockedMissionsViewer.lua
local im = ui_imgui
local hColor = im.ImVec4(0.3,1,0.2,1)
local toolWindowName = "Playbook Unlocked Missions Viewer"
@/lua/ge/extensions/flowgraph/nodes/activity/activityFlow.lua
C.name = 'Activity Flow'
C.color = im.ImVec4(0.03, 0.41, 0.64, 0.75)
C.description = "Provides flow when the activity of this project is ongoing. Also provides flow once when the activity is no longer ongoing."
-----
local colorDisabled = im.ImVec4(1, 1, 1, 0.25)
local colorEnabled  = im.ImVec4(1, 1, 1, 1.00)
local colorDisabled = im.ImVec4(1, 1, 1, 0.25)
local colorEnabled  = im.ImVec4(1, 1, 1, 1.00)
function C:drawMiddle()
@/lua/ge/extensions/editor/missionEditor/setupModules.lua
      im.SameLine()
      im.TextColored(im.ImVec4(1, 1, 0, 1), " Warning: All traffic vehicles will start out as hidden.")
    end
      im.SameLine()
      im.TextColored(im.ImVec4(1, 1, 0, 1), " Warning: All traffic vehicles will not respawn during gameplay.")
    end
@/lua/ge/extensions/editor/objectToSplineEditor.lua
      im.SameLine()
      im.TextColored(im.ImVec4(1, 1, 0, 1), guideErrorTxt)
    end
@/lua/ge/extensions/editor/flowgraph/main.lua
  self.borderColors = {
    running = im.ImVec4(1,0,0,0.5),
    paused = im.ImVec4(1,1,0,0.5),
    running = im.ImVec4(1,0,0,0.5),
    paused = im.ImVec4(1,1,0,0.5),
    stopped = im.ImVec4(0,0,0,0),
    paused = im.ImVec4(1,1,0,0.5),
    stopped = im.ImVec4(0,0,0,0),
    macro = ui_flowgraph_editor.getGraphTypes().macro.color
  self.vertSliderHeight = 8
  self.vertSliderColor = im.GetColorU322(im.ImVec4(0.3,0.3,0.3,1))
  self.vertSliderColorHovered = im.GetColorU322(im.ImVec4(0.2,0.4,0.8,1))
  self.vertSliderColor = im.GetColorU322(im.ImVec4(0.3,0.3,0.3,1))
  self.vertSliderColorHovered = im.GetColorU322(im.ImVec4(0.2,0.4,0.8,1))
        if self.mgr.transient then
          gridColor = im.ImVec4(math.sin(os.clock()*3)*0.25+0.75,0.25,0.25,1)
        end
              if #duplicateIds > 0 then
                im.PushStyleColor2(im.Col_Button, im.ImVec4((os.clock()*3)%1,0,0,1))
                if im.Button("Duplicate id!!: " ..#duplicateIds) then
              else
                im.PushStyleColor2(im.Col_Button, im.ImVec4(0.2,0.75,0.25,0.6))
                if im.Button("All OK :) " .. table.getn(ids)) then
              im.SameLine()
              im.TextColored(im.ImVec4(1,0.25,0.25,1), "This is an Instance. Read only.")
            elseif graph.type == 'macro' then
            im.SetCursorPos(im.ImVec2(50/vz[0]-im.GetWindowPos().x+vp.x / vz[0], 5/vz[0]-im.GetWindowPos().y+vp.y / vz[0]))
            --editor.uiIconImage(editor.icons.goat, im.ImVec2(300/vz[0],300/vz[0]), im.ImVec4(math.sin(os.clock()*3)*0.25+0.75,0.25,0.25,1))
            --im.SetCursorPos(oldCp)
          if editor.getPreference("flowgraph.debug.displayFlowLinks") then
            local virtualPinLinkCol = im.ImVec4(1, 0, 0, 0.3)
            local virtualFlowPinLinkCol = im.ImVec4(1, 0.333, 0, 0.3)
            local virtualPinLinkCol = im.ImVec4(1, 0, 0, 0.3)
            local virtualFlowPinLinkCol = im.ImVec4(1, 0.333, 0, 0.3)
            local lnks = {}

local orangeColor, whiteColor, whiteStrong = im.ImVec4(1,0.5,0,1), im.ImVec4(1,1,1,0.25), im.ImVec4(1,1,1,0.9)
local qaWidth = 200

local orangeColor, whiteColor, whiteStrong = im.ImVec4(1,0.5,0,1), im.ImVec4(1,1,1,0.25), im.ImVec4(1,1,1,0.9)
local qaWidth = 200

local orangeColor, whiteColor, whiteStrong = im.ImVec4(1,0.5,0,1), im.ImVec4(1,1,1,0.25), im.ImVec4(1,1,1,0.9)
local qaWidth = 200
function C:showNewNodeContextMenu(menuPos)
  im.PushStyleColor2(im.Col_Border, im.ImVec4(1.0, 1.0, 1.0, 0.25))
  im.BeginChild1("##createnodespopup", im.ImVec2(300 * editor.getPreference("ui.general.scale"), 300 * editor.getPreference("ui.general.scale")), false)

  im.PushStyleColor2(im.Col_Border, im.ImVec4(1.0, 1.0, 1.0, 0.25))
  im.PushStyleVar2(im.StyleVar_WindowPadding, im.ImVec2(9, 9))
@/lua/ge/extensions/flowgraph/nodes/gameplay/isWalking.lua
  if gameplay_walk then
    editor.uiIconImage(editor.icons.directions_walk, im.ImVec2(40, 40), gameplay_walk.isWalking() and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
  end
  if gameplay_walk then
    editor.uiIconImage(editor.icons.directions_walk, im.ImVec2(40, 40), gameplay_walk.isWalking() and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
  end
@/gameplay/missionTypes/collection/customNodes/collectionNode.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(0.4, 0.9, 1.0, 0.9)
C.author = 'BeamNG'
@/lua/ge/extensions/editor/missionEditor/layers.lua
local imVec20x20 = im.ImVec2(20,20)
local infoColor = im.ImVec4(1,1,1,0.33)
@/lua/ge/extensions/editor/decalEditor.lua
    im.SameLine()
    im.TextColored(im.ImVec4(1, 0.3, 0, 1), "< Decal Templates not saved")
  end
@/lua/ge/extensions/flowgraph/nodes/states/stateEntry.lua
C.hidden = true
C.color = im.ImVec4(0.4, 1, 0.4, 1)
C.undeleteable = true
@/lua/ge/extensions/editor/slotTrafficEditor.lua
                  local roadColor = road.color or linkBaseColor
                  im.PushStyleColor2(im.Col_Text, im.ImVec4(roadColor.r, roadColor.g, roadColor.b, 1))
                  if im.Selectable1(roadId, roadId == selectedRoad, im.SelectableFlags_SpanAllColumns) then
                  im.SameLine()
                  im.PushStyleColor2(im.Col_Button, im.ImVec4(0.7, 0.2, 0.2, 0.7))
                  im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 0.7))
                  im.PushStyleColor2(im.Col_Button, im.ImVec4(0.7, 0.2, 0.2, 0.7))
                  im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 0.7))
                  if im.Button("Delete##" .. roadId) then
@/lua/ge/extensions/editor/api/valueInspector.lua
local inputTextShortStringMaxSize = 1024
local differentValuesColor = imgui.ImVec4(1, 0.5, 0, 1)
local arrayHeaderBgColor = imgui.ImVec4(0.04, 0.15, 0.1, 1)
local differentValuesColor = imgui.ImVec4(1, 0.5, 0, 1)
local arrayHeaderBgColor = imgui.ImVec4(0.04, 0.15, 0.1, 1)
local annotationsTbl = nil
  local p2_X_BG = imgui.ImVec2(coloredBG_X_EndPos_X, coloredBG_EndPos_Y)
  local color_X_BG = imgui.GetColorU322(imgui.ImVec4(0.7, 0.0, 0.0, 1.0))
  local p1_X_Text = imgui.ImVec2(coloredBG_X_StartPos_X + coloredBGWidth / 2 - textWidth / 2, textPadding_Y)
  local p2_Y_BG = imgui.ImVec2(coloredBG_Y_EndPos_X, coloredBG_EndPos_Y)
  local color_Y_BG = imgui.GetColorU322(imgui.ImVec4(0.0, 0.7, 0.0, 1.0))
  local p1_Y_Text = imgui.ImVec2(coloredBG_Y_StartPos_X + coloredBGWidth / 2 - textWidth / 2, textPadding_Y)
  local p2_Z_BG = imgui.ImVec2(coloredBG_Z_EndPos_X, coloredBG_EndPos_Y)
  local color_Z_BG = imgui.GetColorU322(imgui.ImVec4(0.0, 0.0, 1.0, 1.0))
  local p1_Z_Text = imgui.ImVec2(coloredBG_Z_StartPos_X + coloredBGWidth / 2 - textWidth / 2, textPadding_Y)

  local labelTextColor = imgui.GetColorU322(imgui.ImVec4(1.0, 1.0, 1.0, 1.0))
    if not annotationsTbl or not annotationsTbl[fieldValue] then
      bgColor = imgui.ImVec4(0, 0, 0, 1)
    else
      bgColor =
        imgui.ImVec4(
        annotationsTbl[fieldValue].r / 255,
        if not annotationsTbl or not annotationsTbl[annotations[n]] then
          bgColor = imgui.ImVec4(0, 0, 0, 1)
        else
          bgColor =
            imgui.ImVec4(
            annotationsTbl[annotations[n]].r / 255,
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
local imColors = {
  warning = im.ImVec4(1, 1, 0, 1),
  error = im.ImVec4(1, 0, 0, 1),
  warning = im.ImVec4(1, 1, 0, 1),
  error = im.ImVec4(1, 0, 0, 1),
  green = im.ImVec4(0, 0.75, 0.25, 1),
  error = im.ImVec4(1, 0, 0, 1),
  green = im.ImVec4(0, 0.75, 0.25, 1),
  yellow = im.ImVec4(0.75, 0.75, 0, 1),
  green = im.ImVec4(0, 0.75, 0.25, 1),
  yellow = im.ImVec4(0.75, 0.75, 0, 1),
  red = im.ImVec4(0.75, 0, 0, 1),
  yellow = im.ImVec4(0.75, 0.75, 0, 1),
  red = im.ImVec4(0.75, 0, 0, 1),
  white = im.ImVec4(0.8, 0.8, 0.8, 1),
  red = im.ImVec4(0.75, 0, 0, 1),
  white = im.ImVec4(0.8, 0.8, 0.8, 1),
  black = im.ImVec4(0, 0, 0, 1)
  white = im.ImVec4(0.8, 0.8, 0.8, 1),
  black = im.ImVec4(0, 0, 0, 1)
}
        local c = iconColor:toTable()
        iconColor = im.ImVec4(c[1], c[2], c[3], c[4])
      else
      else
        iconColor = im.ImVec4(1, 1, 1, 1)
      end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua

            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))

            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))
@/lua/ge/extensions/editor/extensionsEditor.lua
local iconSize = imgui.ImVec2(20, 20)
local iconColor = imgui.ImVec4(1,1,1,1)
local iconDisabledColor = imgui.ImVec4(1,0,0,1)
local iconColor = imgui.ImVec4(1,1,1,1)
local iconDisabledColor = imgui.ImVec4(1,0,0,1)
@/lua/ge/extensions/editor/mainMenu.lua
local function editorLevelTitleGui()
  imgui.TextColored(imgui.ImVec4(0.7, 0.7, 0.7, 1), "\tLevel: ")
  local str = ""

  imgui.TextColored(imgui.ImVec4(1, 1, 0, textAlpha), "\t"..notification.text)
end
local function currentEditModeGui()
  imgui.TextColored(imgui.ImVec4(0.7, 0.7, 0.7, 1.0), "\tEditMode: ")
  local str = ""
      imgui.WindowFlags_NoNav))
    imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), editor.statusText)
    imgui.SameLine()
  if fps < 30 then
    imgui.TextColored(imgui.ImVec4(1, 0.3, 0.3, 1), "FPS: %.0f", fps)
  elseif fps < 60 then
  elseif fps < 60 then
    imgui.TextColored(imgui.ImVec4(1, 1, 0.2, 1), "FPS: %.0f", fps)
  else
  elseif metrics["FramePresent"] < 1 or fps > 30 then
    imgui.TextColored(imgui.ImVec4(1, 1, 0.2, 1), "GpuWait: %3.1f", metrics["FramePresent"])
  else
  else
    imgui.TextColored(imgui.ImVec4(1, 0.3, 0.3, 1), "GpuWait: %3.1f", metrics["FramePresent"])
  end
  if editor.safeMode then
    imgui.PushStyleColor1(imgui.Col_MenuBarBg, imgui.GetColorU322(imgui.ImVec4(0.3,0,0,1)))
  end
    if editor.safeMode == true then
      editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), "[ S A F E   M O D E ]", "cairo_bold")
    end
    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 imgui.Button("Yes") then
@/lua/ge/extensions/editor/util/plotHelperUtil.lua

local borderColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.4), 1)
local gridColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.15), 1)
local borderColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.4), 1)
local gridColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.15), 1)
local annotationColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.22), 1)
local gridColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.15), 1)
local annotationColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.22), 1)
local crossHairColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5), 1)
local annotationColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.22), 1)
local crossHairColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5), 1)

local textColor = im.ImVec4(1, 1, 1, 0.5)
    format[i].color = color
    format[i].uColor = im.GetColorU322(im.ImVec4(color[1], color[2], color[3], color[4]))
  end
      local color = rainbowColor(rowCount, r, 1)
      splineColor = im.GetColorU322(im.ImVec4(color[1], color[2], color[3], color[4]))
    end
      local color = rainbowColor(count, r, 1)
      circleColor = im.GetColorU322(im.ImVec4(color[1], color[2], color[3], color[4]))
    end
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceNodeReached.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/debug/comment.lua
  self.backgroundColor[3] = im.Float(0.5)
  self.bgColorVec4 = im.ImVec4(0,0,0,0)
  self.borderColor = im.ArrayFloat(4)
  self.borderColor[3] = im.Float(1)
  self.borderColorVec4 = im.ImVec4(0,0,0,0)
  self.textColor = im.ArrayFloat(4)
  self.textColor[3] = im.Float(1)
  self.textColorVec4 = im.ImVec4(0,0,0,0)
  self:refreshColors()
function C:refreshColors()
  self.bgColorVec4 = im.ImVec4(self.backgroundColor[0],self.backgroundColor[1],self.backgroundColor[2],self.backgroundColor[3])
  self.borderColorVec4 = im.ImVec4(self.borderColor[0],self.borderColor[1],self.borderColor[2],self.borderColor[3])
  self.bgColorVec4 = im.ImVec4(self.backgroundColor[0],self.backgroundColor[1],self.backgroundColor[2],self.backgroundColor[3])
  self.borderColorVec4 = im.ImVec4(self.borderColor[0],self.borderColor[1],self.borderColor[2],self.borderColor[3])
  self.textColorVec4 = im.ImVec4(self.textColor[0],self.textColor[1],self.textColor[2],self.textColor[3])
  self.borderColorVec4 = im.ImVec4(self.borderColor[0],self.borderColor[1],self.borderColor[2],self.borderColor[3])
  self.textColorVec4 = im.ImVec4(self.textColor[0],self.textColor[1],self.textColor[2],self.textColor[3])
end
@/lua/ge/extensions/flowgraph/nodes/input/blacklistActionFilter.lua
C.description = 'Enables or disables various actions by filters'
C.color = im.ImVec4(0, 0.3, 1, 0.75)
C.icon = "videogame_asset"
@/lua/ge/extensions/editor/toolUtilities/style.lua
  return {
    fullWhite = im.ImVec4(0.95, 1.0, 0.95, 0.8),
    dullWhite = im.ImVec4(0.6, 0.8, 0.6, 0.3),
    fullWhite = im.ImVec4(0.95, 1.0, 0.95, 0.8),
    dullWhite = im.ImVec4(0.6, 0.8, 0.6, 0.3),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    dullWhite = im.ImVec4(0.6, 0.8, 0.6, 0.3),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.35, 0.75, 0.35, 1.0),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.35, 0.75, 0.35, 1.0),
    greenD = im.ImVec4(0.2, 0.45, 0.2, 1.0),
    greenB = im.ImVec4(0.35, 0.75, 0.35, 1.0),
    greenD = im.ImVec4(0.2, 0.45, 0.2, 1.0),
    blueB = im.ImVec4(0.3, 0.6, 0.8, 1.0),
    greenD = im.ImVec4(0.2, 0.45, 0.2, 1.0),
    blueB = im.ImVec4(0.3, 0.6, 0.8, 1.0),
    blueD = im.ImVec4(0.2, 0.4, 0.5, 1.0),
    blueB = im.ImVec4(0.3, 0.6, 0.8, 1.0),
    blueD = im.ImVec4(0.2, 0.4, 0.5, 1.0),
    redB = im.ImVec4(0.6, 0.2, 0.2, 1.0),
    blueD = im.ImVec4(0.2, 0.4, 0.5, 1.0),
    redB = im.ImVec4(0.6, 0.2, 0.2, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
    redB = im.ImVec4(0.6, 0.2, 0.2, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
  }
  return {
    fullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.7),
    dullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.25),
    fullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.7),
    dullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    dullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    blueB = im.ImVec4(0.29, 0.62, 0.64, 1.0),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    blueB = im.ImVec4(0.29, 0.62, 0.64, 1.0),
    blueD = im.ImVec4(0.18, 0.36, 0.38, 1.0),
    blueB = im.ImVec4(0.29, 0.62, 0.64, 1.0),
    blueD = im.ImVec4(0.18, 0.36, 0.38, 1.0),
    greenB = im.ImVec4(0.91, 0.45, 0.65, 1.0),
    blueD = im.ImVec4(0.18, 0.36, 0.38, 1.0),
    greenB = im.ImVec4(0.91, 0.45, 0.65, 1.0),
    greenD = im.ImVec4(0.50, 0.23, 0.36, 1.0),
    greenB = im.ImVec4(0.91, 0.45, 0.65, 1.0),
    greenD = im.ImVec4(0.50, 0.23, 0.36, 1.0),
    redB = im.ImVec4(0.76, 0.17, 0.13, 1.0),
    greenD = im.ImVec4(0.50, 0.23, 0.36, 1.0),
    redB = im.ImVec4(0.76, 0.17, 0.13, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
    redB = im.ImVec4(0.76, 0.17, 0.13, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
  }
  return {
    fullWhite = im.ImVec4(0.98, 0.95, 0.9, 0.7),
    dullWhite = im.ImVec4(0.7, 0.6, 0.5, 0.3),
    fullWhite = im.ImVec4(0.98, 0.95, 0.9, 0.7),
    dullWhite = im.ImVec4(0.7, 0.6, 0.5, 0.3),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    dullWhite = im.ImVec4(0.7, 0.6, 0.5, 0.3),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.45, 0.65, 0.4, 1.0),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.45, 0.65, 0.4, 1.0),
    greenD = im.ImVec4(0.25, 0.35, 0.2, 1.0),
    greenB = im.ImVec4(0.45, 0.65, 0.4, 1.0),
    greenD = im.ImVec4(0.25, 0.35, 0.2, 1.0),
    blueB = im.ImVec4(0.3, 0.5, 0.6, 1.0),
    greenD = im.ImVec4(0.25, 0.35, 0.2, 1.0),
    blueB = im.ImVec4(0.3, 0.5, 0.6, 1.0),
    blueD = im.ImVec4(0.2, 0.3, 0.4, 1.0),
    blueB = im.ImVec4(0.3, 0.5, 0.6, 1.0),
    blueD = im.ImVec4(0.2, 0.3, 0.4, 1.0),
    redB = im.ImVec4(0.75, 0.35, 0.2, 1.0),
    blueD = im.ImVec4(0.2, 0.3, 0.4, 1.0),
    redB = im.ImVec4(0.75, 0.35, 0.2, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
    redB = im.ImVec4(0.75, 0.35, 0.2, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
  }
  return {
    fullWhite = im.ImVec4(0.9, 0.9, 0.95, 0.7),
    dullWhite = im.ImVec4(0.6, 0.6, 0.65, 0.25),
    fullWhite = im.ImVec4(0.9, 0.9, 0.95, 0.7),
    dullWhite = im.ImVec4(0.6, 0.6, 0.65, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    dullWhite = im.ImVec4(0.6, 0.6, 0.65, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    blueB = im.ImVec4(0.2, 0.9, 0.75, 1.0),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    blueB = im.ImVec4(0.2, 0.9, 0.75, 1.0),
    blueD = im.ImVec4(0.1, 0.5, 0.4, 1.0),
    blueB = im.ImVec4(0.2, 0.9, 0.75, 1.0),
    blueD = im.ImVec4(0.1, 0.5, 0.4, 1.0),
    greenB = im.ImVec4(0.35, 0.6, 0.3, 1.0),
    blueD = im.ImVec4(0.1, 0.5, 0.4, 1.0),
    greenB = im.ImVec4(0.35, 0.6, 0.3, 1.0),
    greenD = im.ImVec4(0.2, 0.35, 0.2, 1.0),
    greenB = im.ImVec4(0.35, 0.6, 0.3, 1.0),
    greenD = im.ImVec4(0.2, 0.35, 0.2, 1.0),
    redB = im.ImVec4(0.7, 0.25, 0.3, 1.0),
    greenD = im.ImVec4(0.2, 0.35, 0.2, 1.0),
    redB = im.ImVec4(0.7, 0.25, 0.3, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
    redB = im.ImVec4(0.7, 0.25, 0.3, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
  }
  return {
    fullWhite = im.ImVec4(1, 1, 1, 0.7),
    dullWhite = im.ImVec4(1, 1, 1, 0.25),
    fullWhite = im.ImVec4(1, 1, 1, 0.7),
    dullWhite = im.ImVec4(1, 1, 1, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    dullWhite = im.ImVec4(1, 1, 1, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.93, 0.73, 0.32, 1.0),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.93, 0.73, 0.32, 1.0),
    greenD = im.ImVec4(0.53, 0.43, 0.10, 1.0),
    greenB = im.ImVec4(0.93, 0.73, 0.32, 1.0),
    greenD = im.ImVec4(0.53, 0.43, 0.10, 1.0),
    blueB = im.ImVec4(0.91, 0.39, 0.56, 1.0),
    greenD = im.ImVec4(0.53, 0.43, 0.10, 1.0),
    blueB = im.ImVec4(0.91, 0.39, 0.56, 1.0),
    blueD = im.ImVec4(0.55, 0.20, 0.30, 1.0),
    blueB = im.ImVec4(0.91, 0.39, 0.56, 1.0),
    blueD = im.ImVec4(0.55, 0.20, 0.30, 1.0),
    redB = im.ImVec4(0.99, 0.30, 0.00, 1.0),
    blueD = im.ImVec4(0.55, 0.20, 0.30, 1.0),
    redB = im.ImVec4(0.99, 0.30, 0.00, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
    redB = im.ImVec4(0.99, 0.30, 0.00, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
  }
  return {
    fullWhite = im.ImVec4(1, 1, 1, 0.7),
    dullWhite = im.ImVec4(1, 1, 1, 0.25),
    fullWhite = im.ImVec4(1, 1, 1, 0.7),
    dullWhite = im.ImVec4(1, 1, 1, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    dullWhite = im.ImVec4(1, 1, 1, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.40, 0.75, 0.45, 1.0),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.40, 0.75, 0.45, 1.0),
    greenD = im.ImVec4(0.18, 0.35, 0.20, 1.0),
    greenB = im.ImVec4(0.40, 0.75, 0.45, 1.0),
    greenD = im.ImVec4(0.18, 0.35, 0.20, 1.0),
    blueB = im.ImVec4(0.85, 0.75, 0.55, 1.0),
    greenD = im.ImVec4(0.18, 0.35, 0.20, 1.0),
    blueB = im.ImVec4(0.85, 0.75, 0.55, 1.0),
    blueD = im.ImVec4(0.50, 0.45, 0.25, 1.0),
    blueB = im.ImVec4(0.85, 0.75, 0.55, 1.0),
    blueD = im.ImVec4(0.50, 0.45, 0.25, 1.0),
    redB = im.ImVec4(0.65, 0.35, 0.20, 1.0),
    blueD = im.ImVec4(0.50, 0.45, 0.25, 1.0),
    redB = im.ImVec4(0.65, 0.35, 0.20, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
    redB = im.ImVec4(0.65, 0.35, 0.20, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
  }
  return {
    fullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.7),
    dullWhite = im.ImVec4(0.65, 0.65, 0.65, 0.25),
    fullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.7),
    dullWhite = im.ImVec4(0.65, 0.65, 0.65, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    dullWhite = im.ImVec4(0.65, 0.65, 0.65, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    blueB = im.ImVec4(0.9, 0.6, 0.85, 1.0),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    blueB = im.ImVec4(0.9, 0.6, 0.85, 1.0),
    blueD = im.ImVec4(0.4, 0.3, 0.5, 1.0),
    blueB = im.ImVec4(0.9, 0.6, 0.85, 1.0),
    blueD = im.ImVec4(0.4, 0.3, 0.5, 1.0),
    greenB = im.ImVec4(0.55, 0.85, 0.75, 1.0),
    blueD = im.ImVec4(0.4, 0.3, 0.5, 1.0),
    greenB = im.ImVec4(0.55, 0.85, 0.75, 1.0),
    greenD = im.ImVec4(0.25, 0.5, 0.45, 1.0),
    greenB = im.ImVec4(0.55, 0.85, 0.75, 1.0),
    greenD = im.ImVec4(0.25, 0.5, 0.45, 1.0),
    redB = im.ImVec4(1.0, 0.5, 0.5, 1.0),
    greenD = im.ImVec4(0.25, 0.5, 0.45, 1.0),
    redB = im.ImVec4(1.0, 0.5, 0.5, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
    redB = im.ImVec4(1.0, 0.5, 0.5, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
  }
  return {
    fullWhite = im.ImVec4(1, 1, 1, 0.7),
    dullWhite = im.ImVec4(1, 1, 1, 0.25),
    fullWhite = im.ImVec4(1, 1, 1, 0.7),
    dullWhite = im.ImVec4(1, 1, 1, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    dullWhite = im.ImVec4(1, 1, 1, 0.25),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.90, 0.90, 0.90, 1.0),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.90, 0.90, 0.90, 1.0),
    greenD = im.ImVec4(0.50, 0.50, 0.50, 1.0),
    greenB = im.ImVec4(0.90, 0.90, 0.90, 1.0),
    greenD = im.ImVec4(0.50, 0.50, 0.50, 1.0),
    blueB = im.ImVec4(1.0, 1.0, 0.55, 1.0),
    greenD = im.ImVec4(0.50, 0.50, 0.50, 1.0),
    blueB = im.ImVec4(1.0, 1.0, 0.55, 1.0),
    blueD = im.ImVec4(0.60, 0.60, 0.20, 1.0),
    blueB = im.ImVec4(1.0, 1.0, 0.55, 1.0),
    blueD = im.ImVec4(0.60, 0.60, 0.20, 1.0),
    redB = im.ImVec4(1.0, 0.35, 0.35, 1.0),
    blueD = im.ImVec4(0.60, 0.60, 0.20, 1.0),
    redB = im.ImVec4(1.0, 0.35, 0.35, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
    redB = im.ImVec4(1.0, 0.35, 0.35, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
  }
  return {
    fullWhite = im.ImVec4(0.95, 0.95, 1.0, 0.7),
    dullWhite = im.ImVec4(0.6, 0.6, 0.7, 0.7),
    fullWhite = im.ImVec4(0.95, 0.95, 1.0, 0.7),
    dullWhite = im.ImVec4(0.6, 0.6, 0.7, 0.7),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    dullWhite = im.ImVec4(0.6, 0.6, 0.7, 0.7),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    blueB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    blueB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    blueD = im.ImVec4(0.25, 0.35, 0.45, 1.0),
    blueB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    blueD = im.ImVec4(0.25, 0.35, 0.45, 1.0),
    greenB = im.ImVec4(0.9, 0.9, 0.4, 1.0),
    blueD = im.ImVec4(0.25, 0.35, 0.45, 1.0),
    greenB = im.ImVec4(0.9, 0.9, 0.4, 1.0),
    greenD = im.ImVec4(0.4, 0.4, 0.2, 1.0),
    greenB = im.ImVec4(0.9, 0.9, 0.4, 1.0),
    greenD = im.ImVec4(0.4, 0.4, 0.2, 1.0),
    redB = im.ImVec4(1.0, 0.4, 0.5, 1.0),
    greenD = im.ImVec4(0.4, 0.4, 0.2, 1.0),
    redB = im.ImVec4(1.0, 0.4, 0.5, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
    redB = im.ImVec4(1.0, 0.4, 0.5, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
  }
  return {
    fullWhite = im.ImVec4(0.95, 0.95, 0.95, 0.75),
    dullWhite = im.ImVec4(0.95, 0.95, 0.95, 0.2),
    fullWhite = im.ImVec4(0.95, 0.95, 0.95, 0.75),
    dullWhite = im.ImVec4(0.95, 0.95, 0.95, 0.2),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    dullWhite = im.ImVec4(0.95, 0.95, 0.95, 0.2),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.4, 0.75, 0.5, 1.0),
    purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
    greenB = im.ImVec4(0.4, 0.75, 0.5, 1.0),
    greenD = im.ImVec4(0.2, 0.4, 0.25, 1.0),
    greenB = im.ImVec4(0.4, 0.75, 0.5, 1.0),
    greenD = im.ImVec4(0.2, 0.4, 0.25, 1.0),
    blueB = im.ImVec4(0.35, 0.6, 0.9, 1.0),
    greenD = im.ImVec4(0.2, 0.4, 0.25, 1.0),
    blueB = im.ImVec4(0.35, 0.6, 0.9, 1.0),
    blueD = im.ImVec4(0.15, 0.3, 0.6, 1.0),
    blueB = im.ImVec4(0.35, 0.6, 0.9, 1.0),
    blueD = im.ImVec4(0.15, 0.3, 0.6, 1.0),
    redB = im.ImVec4(0.9, 0.3, 0.3, 1.0),
    blueD = im.ImVec4(0.15, 0.3, 0.6, 1.0),
    redB = im.ImVec4(0.9, 0.3, 0.3, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
    redB = im.ImVec4(0.9, 0.3, 0.3, 1.0),
    yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
  }
@/lua/ge/extensions/flowgraph/link.lua
  im.PushStyleVar2(im.StyleVar_WindowPadding, im.ImVec2(5, 5))
  im.PushStyleColor2(im.Col_Separator, im.ImVec4(1.0, 1.0, 1.0, 0.175))
  if self.graph.mgr.runningState ~= "running" then
  if self.graph.mgr.runningState ~= "running" then
    im.PushStyleColor2(im.Col_Border, im.ImVec4(1.0, 1.0, 1.0, 0.25))
  end
  if self._highlight then
    ui_flowgraph_editor.Link(self.hiddenId, sId, tId, im.ImVec4(self.color.x, self.color.y, self.color.z, 0.6), 10, false, label)
    self._highlight = false
    ui_flowgraph_editor.PushStyleVar1(ui_flowgraph_editor.StyleVar_FlowMarkerSize, 1)
    markerColor = im.ImVec4(self.color.x * 0.5, self.color.y * 0.5, self.color.z * 0.5, self.color.w)
  end
      im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
      im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1)), 3
      )
      im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
      im.GetColorU322(im.ImVec4(self.color.x, self.color.y, self.color.z, 0.6)), 3, nil , 2
      )
@/lua/ge/extensions/flowgraph/nodes/gameplay/careerActive.lua
C.description = 'Checks if Career is active and enabled.'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.category = 'repeat_instant'

    editor.uiIconImage(editor.icons[(career_career and career_career.isActive()) and 'check' or 'close'], im.ImVec2(40, 40), (career_career and career_career.isActive()) and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))

    editor.uiIconImage(editor.icons[(career_career and career_career.isActive()) and 'check' or 'close'], im.ImVec2(40, 40), (career_career and career_career.isActive()) and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
@/lua/ge/extensions/editor/missionEditor/progressSetup.lua
    local color = colors[colorName]
    colorCache[colorName] = im.ImVec4(color[1], color[2], color[3], 1)
  end
@/lua/ge/extensions/editor/resourceChecker.lua
        if (count % 2 == 0) then
          drawRectBg(tostring(k), im.ImVec4(1, 1, 1, 0.06))
        end
            if (count % 2 == 0) then
              drawRectBg(tostring(l), im.ImVec4(1, 1, 1, 0.06))
            end
                    if (count % 2 == 0) then
                      drawRectBg(tostring(j), im.ImVec4(1, 1, 1, 0.06))
                    end
                            if (count % 2 == 0) then
                              drawRectBg(tostring(stage), im.ImVec4(1, 1, 1, 0.06))
                            end
                                if (count % 2 == 0) then
                                  drawRectBg(tostring(x), im.ImVec4(1, 1, 1, 0.06))
                                end
          if (count % 2 == 0) then
            drawRectBg(tostring(k), im.ImVec4(1, 1, 1, 0.06))
          end
          end
          im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), k..": ")
          if im.IsItemHovered() then
          if im.IsItemHovered() then
            drawRectBg(tostring(k), im.ImVec4(0.2, 0.24, 0.31, 0.78), 1)
          end
                    isSelected[i] = true
                    drawRectBg(tostring(i), im.ImVec4(0.8, 0.4, 0.1, 1))
                    im.TextColored(im.ImVec4(1, 1, 1, 1), '  '..i..": ")
                    drawRectBg(tostring(i), im.ImVec4(0.8, 0.4, 0.1, 1))
                    im.TextColored(im.ImVec4(1, 1, 1, 1), '  '..i..": ")
                  else
                  else
                    drawRectBg(tostring(i), im.ImVec4(1, 1, 1, 0.06))
                    im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '  '..i..": ")
                    drawRectBg(tostring(i), im.ImVec4(1, 1, 1, 0.06))
                    im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '  '..i..": ")
                  end
                    isSelected[i] = true
                    drawRectBg(tostring(i), im.ImVec4(0.8, 0.4, 0.1, 1))
                    im.TextColored(im.ImVec4(1, 1, 1, 1), '  '..i..": ")
                    drawRectBg(tostring(i), im.ImVec4(0.8, 0.4, 0.1, 1))
                    im.TextColored(im.ImVec4(1, 1, 1, 1), '  '..i..": ")
                  else
                  else
                    drawRectBg(tostring(i), im.ImVec4(0, 0, 0, 0.1))
                    im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '  '..i..": ")
                    drawRectBg(tostring(i), im.ImVec4(0, 0, 0, 0.1))
                    im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '  '..i..": ")
                  end
                elseif im.IsItemHovered() then
                  drawRectBg(tostring(i), im.ImVec4(0.2, 0.24, 0.31, 0.78), 1)
                  texHovered(i)
                          isSelected[d] = true
                          drawRectBg(tostring(d), im.ImVec4(0.8, 0.4, 0.1, 1))
                          im.TextColored(im.ImVec4(1, 1, 1, 1), '    '..d..": ")
                          drawRectBg(tostring(d), im.ImVec4(0.8, 0.4, 0.1, 1))
                          im.TextColored(im.ImVec4(1, 1, 1, 1), '    '..d..": ")
                        else
                        else
                          drawRectBg(tostring(d), im.ImVec4(1, 1, 1, 0.06))
                          im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '    '..d..": ")
                          drawRectBg(tostring(d), im.ImVec4(1, 1, 1, 0.06))
                          im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '    '..d..": ")
                        end
                          isSelected[d] = true
                          drawRectBg(tostring(d), im.ImVec4(0.8, 0.4, 0.1, 1))
                          im.TextColored(im.ImVec4(1, 1, 1, 1), '    '..d..": ")
                          drawRectBg(tostring(d), im.ImVec4(0.8, 0.4, 0.1, 1))
                          im.TextColored(im.ImVec4(1, 1, 1, 1), '    '..d..": ")
                        else
                        else
                          drawRectBg(tostring(d), im.ImVec4(0, 0, 0, 0.1))
                          im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '    '..d..": ")
                          drawRectBg(tostring(d), im.ImVec4(0, 0, 0, 0.1))
                          im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '    '..d..": ")
                        end
                      elseif im.IsItemHovered() then
                        drawRectBg(tostring(d), im.ImVec4(0.2, 0.24, 0.31, 0.78), 1)
                        matHovered(d)
                                isSelected[o] = true
                                drawRectBg(tostring(o), im.ImVec4(0.8, 0.4, 0.1, 1))
                                im.TextColored(im.ImVec4(1, 1, 1, 1), '      '..a..": "..o)
                                drawRectBg(tostring(o), im.ImVec4(0.8, 0.4, 0.1, 1))
                                im.TextColored(im.ImVec4(1, 1, 1, 1), '      '..a..": "..o)
                              else
                              else
                                drawRectBg(tostring(o), im.ImVec4(1, 1, 1, 0.06))
                                im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '      '..a..": "..o)
                                drawRectBg(tostring(o), im.ImVec4(1, 1, 1, 0.06))
                                im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '      '..a..": "..o)
                              end
                                isSelected[o] = true
                                drawRectBg(tostring(o), im.ImVec4(0.8, 0.4, 0.1, 1))
                                im.TextColored(im.ImVec4(1, 1, 1, 1), '      '..a..": "..o)
                                drawRectBg(tostring(o), im.ImVec4(0.8, 0.4, 0.1, 1))
                                im.TextColored(im.ImVec4(1, 1, 1, 1), '      '..a..": "..o)
                              else
                              else
                                drawRectBg(tostring(o), im.ImVec4(0, 0, 0, 0.1))
                                im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '      '..a..": "..o)
                                drawRectBg(tostring(o), im.ImVec4(0, 0, 0, 0.1))
                                im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), '      '..a..": "..o)
                              end
                            elseif im.IsItemHovered() then
                              drawRectBg(tostring(o), im.ImVec4(0.2, 0.24, 0.31, 0.78), 1)
                              texHovered(path)
    if count >= maxLines then
      im.TextColored(im.ImVec4(1, 1, 1, 1), "Can't display more than "..maxLines.." lines. Please check game log for more info.")
    end
    im.SetColumnWidth(0, 60)
    im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), "No.")
    im.NextColumn()
    im.Spacing()
    im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), "Issue")
    im.Spacing()
          if isDoubleClicked[k] == true then
            drawRectBg(tostring(k), im.ImVec4(0.8, 0.4, 0.1, 1))
            im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(k))
            drawRectBg(tostring(k), im.ImVec4(0.8, 0.4, 0.1, 1))
            im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(k))
          else
          else
            drawRectBg(tostring(k), im.ImVec4(1, 1, 1, 0.06))
            im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(k))
            drawRectBg(tostring(k), im.ImVec4(1, 1, 1, 0.06))
            im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(k))
          end
          if isDoubleClicked[k] == true then
            drawRectBg(tostring(k), im.ImVec4(0.8, 0.4, 0.1, 1))
            im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(k))
            drawRectBg(tostring(k), im.ImVec4(0.8, 0.4, 0.1, 1))
            im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(k))
          else
          else
            im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(k))
          end
            isSelected[v] = true
            drawRectBg(tostring(v), im.ImVec4(0.8, 0.4, 0.1, 1))
            im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(v))
            drawRectBg(tostring(v), im.ImVec4(0.8, 0.4, 0.1, 1))
            im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(v))
          else
          else
            drawRectBg(tostring(v), im.ImVec4(1, 1, 1, 0.06))
            im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(v))
            drawRectBg(tostring(v), im.ImVec4(1, 1, 1, 0.06))
            im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(v))
          end
            isSelected[v] = true
            drawRectBg(tostring(v), im.ImVec4(0.8, 0.4, 0.1, 1))
            im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(v))
            drawRectBg(tostring(v), im.ImVec4(0.8, 0.4, 0.1, 1))
            im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(v))
          else
          else
            drawRectBg(tostring(v), im.ImVec4(0, 0, 0, 0.1))
            im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(v))
            drawRectBg(tostring(v), im.ImVec4(0, 0, 0, 0.1))
            im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(v))
          end
      elseif im.IsItemHovered() then
        drawRectBg(tostring(v), im.ImVec4(0.2, 0.24, 0.31, 0.78), 1)
        if testName == "matVersion" or testName == "unusedMat" or testName == "usedMat" then
    if count >= maxLines then
      im.TextColored(im.ImVec4(1, 1, 1, 1), "Can't display more than "..maxLines.." lines. Please check game log for more info.")
    end
  im.SameLine()
  drawRectBg("LMB", im.ImVec4(0, 0, 0, 0.3), 0, 1)
  im.Text("LMB")
  im.SameLine()
  drawRectBg("RMB", im.ImVec4(0, 0, 0, 0.3), 0, 1)
  im.Text("RMB")
    im.SameLine()
    local removeButtonCol = im.ImVec4(1, 0, 0, 0.7)
    im.PushStyleColor2(im.Col_Button, removeButtonCol)
local _treemapColors = {
  dir          = im.ImVec4(0.30,0.30,0.30,1.0),
  textures     = im.ImVec4(0.31,0.64,0.98,1.0),
  dir          = im.ImVec4(0.30,0.30,0.30,1.0),
  textures     = im.ImVec4(0.31,0.64,0.98,1.0),
  meshes_cache = im.ImVec4(0.95,0.64,0.29,1.0),
  textures     = im.ImVec4(0.31,0.64,0.98,1.0),
  meshes_cache = im.ImVec4(0.95,0.64,0.29,1.0),
  meshes_source= im.ImVec4(0.95,0.49,0.18,1.0),
  meshes_cache = im.ImVec4(0.95,0.64,0.29,1.0),
  meshes_source= im.ImVec4(0.95,0.49,0.18,1.0),
  terrain      = im.ImVec4(0.29,0.84,0.42,1.0),
  meshes_source= im.ImVec4(0.95,0.49,0.18,1.0),
  terrain      = im.ImVec4(0.29,0.84,0.42,1.0),
  audio        = im.ImVec4(0.78,0.55,0.90,1.0),
  terrain      = im.ImVec4(0.29,0.84,0.42,1.0),
  audio        = im.ImVec4(0.78,0.55,0.90,1.0),
  datablocks   = im.ImVec4(0.38,0.65,0.90,1.0),
  audio        = im.ImVec4(0.78,0.55,0.90,1.0),
  datablocks   = im.ImVec4(0.38,0.65,0.90,1.0),
  other        = im.ImVec4(0.55,0.55,0.55,1.0),
  datablocks   = im.ImVec4(0.38,0.65,0.90,1.0),
  other        = im.ImVec4(0.55,0.55,0.55,1.0),
}
  local c = _treemapColors[k] or _treemapColors.other
  if isDir then return im.ImVec4(c.x*0.7+0.2, c.y*0.7+0.2, c.z*0.7+0.2, 1) end
  return c
    im.ImDrawList_AddRectFilled(dl, im.ImVec2(r.x, r.y), im.ImVec2(r.x+r.w, r.y+r.h), im.GetColorU322(c))
    im.ImDrawList_AddRect(dl, im.ImVec2(r.x, r.y), im.ImVec2(r.x+r.w, r.y+r.h), im.GetColorU322(im.ImVec4(0,0,0,0.35)))
    if assetTreemapState.selectedPath == path then
      im.ImDrawList_AddRect(dl, im.ImVec2(r.x+1, r.y+1), im.ImVec2(r.x+r.w-1, r.y+r.h-1), im.GetColorU322(im.ImVec4(1,1,1,0.9)), 0, 0, 2.0)
    end
  if not getlevel then
    im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Level is not loaded")
  else

          im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Asset Stats")
          im.Spacing()
              if hovered then
                im.ImDrawList_AddRect(dl, min, max, im.GetColorU322(im.ImVec4(1, 1, 1, 0.35)))
                im.BeginTooltip()

          im.TextColored(im.ImVec4(1,1,1,1), "Scene object counts")
          im.Text("TSStatic: "..tostring(scene.TSStatic))
            local dl = im.GetWindowDrawList()
            im.ImDrawList_AddRectFilled(dl, spPos, im.ImVec2(spPos.x + splitterWidth, spPos.y + splitterThickness), im.GetColorU322(im.ImVec4(0.3,0.3,0.3,1.0)))
    elseif resExplorer and resExplorer[1] == 10 and resExplorer[5] == 2 then
      im.TextColored(im.ImVec4(1, 0, 0, 1), "Stats failed")
    else
  if not getlevel then
    im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Level is not loaded")
  else
    elseif verifier and verifier[1] == 2 and verifier[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Verifying done")
      im.Spacing()
    elseif verifier and verifier[1] == 3 and verifier[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Verifying done")
      resultUI("duplicates", matdata, "Detected duplicated materials ("..verifier[2].."),\nit's required to avoid doing that as it can lead into issues.", verifier[4])
    elseif verifier and verifier[1] == 5 and verifier[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Finished removing persistentIds")
      resultUI("persistentid", matdata, "Removed ("..verifier[2]..") persistentIds in files: ", verifier[4])
    elseif verifier and verifier[1] == 6 and verifier[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Finished checking texture maps\nFound: "..verifier[2]+verifier[3]+verifier[6].." issues")
      resultUI("textureMap", matdata, "There is ("..verifier[2]..") issues with wrong path to files.\nDetected ("..verifier[3]..") missing textures in materials.\nFound ("..verifier[6]..") issues with Texture Cooker files.\nPlease use .png file extension in Texture Cooker materials to make sure everything works correctly.\n*Numbers next to map name correspond to material layer.", verifier[4], 1)
    elseif verifier and verifier[1] == 7 and verifier[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Finished checking texture files\nFound: "..verifier[2]+verifier[3]+verifier[6].." issues")
      resultUI("textureFiles", matdata, "There is ("..verifier[2]..") issues with incorrect file format.\nDetected ("..verifier[3]..") textures that are not power of 2.\nFound ("..verifier[6]..") textures that cannot be cooked.\n*Numbers next to map name correspond to material layer.", verifier[4], 1)
    elseif verifier and verifier[1] == 8 and verifier[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Verifying done")
      resultUI("missingMat", matdata, "Detected ("..verifier[2]..") missing materials: ", verifier[4])
    elseif verifier and verifier[1] == 9 and verifier[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Removed dummy mats")
      resultUI("remDummy", matdata, "Removed ("..verifier[2]..") dummy materials: ", verifier[4])
    elseif verifier and verifier[1] == 10 and verifier[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Exported textures")
      resultUI("textureExporter", matdata, "Exported ("..verifier[2]..") textures: ", verifier[4])
    elseif verifier and verifier[5] == 2 then
      im.TextColored(im.ImVec4(1, 0, 0, 1), "Verification failed")
    end
  if not getlevel then
    im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Level is not loaded")
  else
    elseif resExplorer and resExplorer[1] == 1 and resExplorer[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
      resultUI("tsstatics", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") TSStatics loaded in scene with ("..resExplorer[3].. ") instances.\nTotal Collada size: "..resExplorer[6].." MB\nTotal cache size: "..resExplorer[7].." MB", resExplorer[4])
    elseif resExplorer and resExplorer[1] == 2 and resExplorer[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
      resultUI("forestitems", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") ForestItems available in the level.\nTotal Collada size: "..resExplorer[6].." MB\nTotal cache size: "..resExplorer[7].." MB", resExplorer[4])
    elseif resExplorer and resExplorer[1] == 3 and resExplorer[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
      resultUI("terrains", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") TerrainBlocks loaded in scene that have a total size of "..resExplorer[3].." MB: ", resExplorer[4])
    elseif resExplorer and resExplorer[1] == 4 and resExplorer[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
      resultUI("unusedMat", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") unused Materials in the level: ", resExplorer[4], 0, 1, getlevel, resExplorer[2])
    elseif resExplorer and resExplorer[1] == 5 and resExplorer[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
      resultUI("unusedMesh", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") unused Meshes in the level that have a total size of "..resExplorer[3].." MB: ", resExplorer[4], 0, 2, getlevel, resExplorer[2])
    elseif resExplorer and resExplorer[1] == 6 and resExplorer[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
      resultUI("unusedTex", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") unused textures in the level that have a total size of "..resExplorer[3].." MB: ", resExplorer[4], 0, 3, getlevel, resExplorer[2])
    elseif resExplorer and resExplorer[1] == 7 and resExplorer[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete, removed: ("..resExplorer[2]..") files with total size of "..resExplorer[3].." MB")
    elseif resExplorer and resExplorer[1] == 8 and resExplorer[5] == 1 then
    elseif resExplorer and resExplorer[1] == 8 and resExplorer[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
      resultUI("usedMat", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") used Materials in the level that have a total size of "..resExplorer[3].." MB: ", resExplorer[4], 0, nil, getlevel, resExplorer[2])
    elseif resExplorer and resExplorer[1] == 9 and resExplorer[5] == 1 then
      im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
      resultUI("colData", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") used static collision meshes in the level that have a total of "..resExplorer[3][1].." polygons.\nThere is ("..resExplorer[3][3]..") static meshes instances that use Visible Mesh Collisions and have total of "..resExplorer[3][2].." polygons: ", resExplorer[4], 0, nil, getlevel, resExplorer[2])
    elseif resExplorer and resExplorer[5] == 2 then
      im.TextColored(im.ImVec4(1, 0, 0, 1), "Task failed")
    end
@/gameplay/missionTypes/aiRace/customNodes/activateRaceNode.lua
C.description = 'Manages a race; alternative version of the File Race node.'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
            local id,color,cbg = 1
            local whiteColor = im.GetColorU322(im.ImVec4(1, 1, 1, 1), 1)
--            im.ImDrawList_AddLine(dl, localToGlobalPos(1, 1), localToGlobalPos(100, 100), whiteColor, 2)
                        inpanel = nil
                        local c = im.ImVec4(0.3, 0.3, 0.3, 0.9)
                        im.PushStyleColor2(im.Col_FrameBg, c)
                                if env.ui['geo_on'] == v.key then
                                    im.TextColored(im.ImVec4(1,1,0,1),v.name or 'NONE') --daedata.dgeo[k].name)
                                else
                                        if env.ui['geo_on'] == d then
                                            im.TextColored(im.ImVec4(1,1,0,1),'- '..d) --daedata.dgeo[k].name)
                                        else
    --                                im.Text(v.key==env.ui['geo_up'] and ' * ' or '')
    --                                local c = im.ImVec4(0.3, 0.3, 0.3, 0.9)
    --                                im.PushStyleColor2(im.Col_FrameBg, c)
                                else
                                    local c = k == env.ui['geo_up'] and im.ImVec4(0.6, 1, 0.6, 0.4) or im.ImVec4(1, 1, 1, 0.2)
    --                                im.PopStyleColor()
                                else
                                    local c = k == env.ui['geo_up'] and im.ImVec4(0.6, 1, 0.6, 0.4) or im.ImVec4(1, 1, 1, 0.2)
    --                                im.PopStyleColor()
                                if env.ui['geo_on'] == v.key then
                                    im.TextColored(im.ImVec4(1,1,0,1),v.name or 'NONE') --daedata.dgeo[k].name)
                                else
                                    if beamdata.agpick and v.key == beamdata.agpick[1].key then
                                        im.PushStyleColor2(im.Col_Text, im.ImVec4(1,1,0,0.8))
                                    end
                                    if v.exp then
                                        im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(0, 0, 0, 0.4))
                                        im.PushStyleColor2(im.Col_Text, im.ImVec4(0.6,1,0.9,0.9))
                                        im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(0, 0, 0, 0.4))
                                        im.PushStyleColor2(im.Col_Text, im.ImVec4(0.6,1,0.9,0.9))
                                        for i,b in pairs(v.list) do
                                            UI.buttonTxt('gorup_edit','OK',im.ImVec2(28,20),
--                                        im.ImVec4(0.1,0.6,0,1),
                                                nil,
                                                nil,
                                                im.ImVec4(1,0.9,0.9,0.2),im.ImVec2(2,2)
                                            )

                                    im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(1, 1, 1, 0.2))
--                                    im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.8, 0, 1))
                                    im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(1, 1, 1, 0.2))
--                                    im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.8, 0, 1))
                                    if fbag then
                            editor.icons.keyboard_arrow_right,
                            im.ImVec2(20,20), im.ImVec4(1.0, 1.0, 1.0, 0.8), nil, nil, nil,
                            im.ImVec4(1.0, 1.0, 0.0, 1))
                            im.ImVec2(20,20), im.ImVec4(1.0, 1.0, 1.0, 0.8), nil, nil, nil,
                            im.ImVec4(1.0, 1.0, 0.0, 1))
    --                                        im.Text('>')
                                        if env.ui['piece_over'] == k then
                                            im.TextColored(im.ImVec4(1,1,0,1), 'Piece '..k)
                                        else
                    im.ImVec2(54,30), nil,
                    im.ImVec4(0.0, 0.3, 0.5, 0.5),
--                    im.ImVec4(0.0, 0.4, 0.3, 0.5),
                    im.ImVec4(0.0, 0.3, 0.5, 0.5),
--                    im.ImVec4(0.0, 0.4, 0.3, 0.5),
                    im.ImVec2(2, 2))
            end
--            UI.buttonTxt('dae_up', '> '..fsnode.afile[fsnode.cfile].s, nil, im.ImVec4(0.5, 0.5, 0.5, 0.7))
                                    nil,
                                    im.ImVec4(0, 1, 0.8, 0.8))
                            end
-------------------
                    im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(0, 0, 0, 0.8))
                    local w = im.GetColumnWidth()
                                nil,
                                im.ImVec4(1, 1, 0.8, 0.8)
--                                im.ImVec4(0, 1, 0.8, 0.8)
                                im.ImVec4(1, 1, 0.8, 0.8)
--                                im.ImVec4(0, 1, 0.8, 0.8)
                                )
                            im.Indent(-4)
                            color = fsnode.adir[i].fav==1 and im.ImVec4(0.7, 0.7, 0.0, 0.7) or UI.cbutOff
                            UI.buttonImg({'fav_up',i}, 'star', im.ImVec2(iconsz,iconsz), color, nil, vec3(0.6,0.6))
                im.SetCursorPosX(im.GetCursorPosX() + avail.x - 42)
                color = env.ui['bmodel_over'] and im.ImVec4(1, 1, 1, 0.4) or UI.cbutOn
                UI.buttonImg('model_on', env.ui['model_on'] and 'folder' or 'car', im.ImVec2(36,36),
--                        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])
                        -- show surfaces
                            for k,v in pairs(daedata.dgeo) do
                                color = im.ImVec4(0.8, 0.8, 0.8, 1) --U.index(ageopin,k)[1] and im.ImVec4(0.9, 0.2, 0.9, 1) or im.ImVec4(0.8, 0.8, 0.8, 1)
                                cbg = im.ImVec4(v.mat.c[1],v.mat.c[2],v.mat.c[3],0.2)
                            for k,v in pairs(daedata.dgeo) do
                                color = im.ImVec4(0.8, 0.8, 0.8, 1) --U.index(ageopin,k)[1] and im.ImVec4(0.9, 0.2, 0.9, 1) or im.ImVec4(0.8, 0.8, 0.8, 1)
                                cbg = im.ImVec4(v.mat.c[1],v.mat.c[2],v.mat.c[3],0.2)
                            for k,v in pairs(daedata.dgeo) do
                                color = im.ImVec4(0.8, 0.8, 0.8, 1) --U.index(ageopin,k)[1] and im.ImVec4(0.9, 0.2, 0.9, 1) or im.ImVec4(0.8, 0.8, 0.8, 1)
                                cbg = im.ImVec4(v.mat.c[1],v.mat.c[2],v.mat.c[3],0.2)
                                color = im.ImVec4(0.8, 0.8, 0.8, 1) --U.index(ageopin,k)[1] and im.ImVec4(0.9, 0.2, 0.9, 1) or im.ImVec4(0.8, 0.8, 0.8, 1)
                                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 ' ')
    --                            cbg = toColor(v.mat.body, {nil,nil,nil,0.2}, true)
    --                            cbg = im.ImVec4(v.mat.c[1],v.mat.c[2],v.mat.c[3],0.2)
    --                            cbg[4] = 0.2
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veTCSDebug.lua
local function getTextColor(colorTable)
  return im.ImVec4(colorTable[1] / 255, colorTable[2] / 255, colorTable[3] / 255, colorTable[4] / 255)
end
@/lua/ge/extensions/flowgraph/nodes/util/getLevelData.lua
C.description = "Gets information about the current level."
C.color = im.ImVec4(0.03, 0.41, 0.64, 0.75)
C.category = 'once_instant'
@/lua/ge/extensions/editor/inspector.lua
local maxGroupCount = 500
local lockedInspectorColor = imgui.ImVec4(1, 0.8, 0, 1)
local differentValuesColor = imgui.ImVec4(1, 0.2, 0, 1)
local lockedInspectorColor = imgui.ImVec4(1, 0.8, 0, 1)
local differentValuesColor = imgui.ImVec4(1, 0.2, 0, 1)
local inspectorTypeHandlers = {}
local collapseGroups = {}
local arrayHeaderBgColor = imgui.ImVec4(0.04, 0.15, 0.1, 1)
local headerMenus = {
    name = "Color 1",
    color = imgui.ImVec4(1, 0, 0, 1)
  }, {
    name = "Color 2",
    color = imgui.ImVec4(0, 1, 0, 1)
  }, {
    name = "Color 3",
    color = imgui.ImVec4(0, 0, 1, 1)
  }
    name = "Color 1",
    color = imgui.ImVec4(0, 0, 0, 0)
  }, {
    name = "Color 2",
    color = imgui.ImVec4(0, 0, 0, 1)
  }, {
    name = "Color 3",
    color = imgui.ImVec4(1, 1, 1, 1)
  }
  if not ctx.matchedFilterStaticFields then
    imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.5, 0, 1))
    imgui.Text("")
      if #dynFields > 0 and not passedFilter then
        imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.5, 0, 1))
        imgui.Text("")
      imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1_HandleColorLabel, p2_HandleColorLabel, imgui.GetColorU322(groundCoverUVHandleColors[groundCoverUVHandleColorIndex].color))
      imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), imgui.ImVec2(p1_HandleColorLabel.x - 1, p1_HandleColorLabel.y - 1), imgui.ImVec2(p2_HandleColorLabel.x + 1, p2_HandleColorLabel.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
          imgui.ImDrawList_AddRectFilled(drawlist, p1_BG, p2_BG, imgui.GetColorU322(val.color))
          imgui.ImDrawList_AddRect(drawlist, imgui.ImVec2(p1_BG.x - 1, p1_BG.y - 1), imgui.ImVec2(p2_BG.x + 1, p2_BG.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
      imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1_bgColorLabel, p2_bgColorLabel, imgui.GetColorU322(groundCoverUVBgColors[groundCoverUVBgColorIndex].color))
      imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), imgui.ImVec2(p1_bgColorLabel.x - 1, p1_bgColorLabel.y - 1), imgui.ImVec2(p2_bgColorLabel.x + 1, p2_bgColorLabel.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
          imgui.ImDrawList_AddRectFilled(drawlist, p1_BG, p2_BG, imgui.GetColorU322(val.color))
          imgui.ImDrawList_AddRect(drawlist, imgui.ImVec2(p1_BG.x - 1, p1_BG.y - 1), imgui.ImVec2(p2_BG.x + 1, p2_BG.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)

  local labelBGColor = imgui.GetColorU322(imgui.ImVec4(0.2, 0.2, 0.2, 1.0))

  local labelTextColor = imgui.GetColorU322(imgui.ImVec4(1.0, 1.0, 1.0, 1.0))
@/lua/ge/extensions/flowgraph/nodes/states/stateExit.lua
C.hidden = true
C.color = im.ImVec4(1, 0.4, 0.4, 1)
C.type = 'node' --
@/lua/ge/extensions/editor/flowgraph/references.lua
local fg_utils = require('/lua/ge/extensions/flowgraph/utils')
local disabledColor = im.ImVec4(0.5, 0.5, 0.5, 1)
local enabledColor = im.ImVec4(1, 1, 1, 1)
local disabledColor = im.ImVec4(0.5, 0.5, 0.5, 1)
local enabledColor = im.ImVec4(1, 1, 1, 1)
local matchColor = im.ImVec4(1, 0.5, 0, 1)
local enabledColor = im.ImVec4(1, 1, 1, 1)
local matchColor = im.ImVec4(1, 0.5, 0, 1)
local columnBackground = im.ImVec4(0.21, 0.21, 0.21, 1)
local matchColor = im.ImVec4(1, 0.5, 0, 1)
local columnBackground = im.ImVec4(0.21, 0.21, 0.21, 1)
local filterModes = { { mode = 'All', tooltip = 'Filters through all nodes.' }, { mode = 'Current', tooltip = 'Filters through the nodes of the current project.' }, { mode = 'unused', tooltip = 'Filters through all unused nodes.' } }
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veGeneralData.lua
    if vEditor.generalData then
      im.TextColored(im.ImVec4(0.0, 1.0, 0.0, 1.0),"Vehicle General Data")
      im.Columns(2, "Data")
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua
            if ctx == tx and cty == ty then
              im.PushStyleColor2(im.Col_Text, im.ImVec4(0, 1, 0, 1))
            end
@/lua/ge/extensions/editor/missionEditor/progressSingle.lua
    local color = colors[colorName]
    colorCache[colorName] = im.ImVec4(color[1], color[2], color[3], 1)
  end
@/gameplay/missionTypes/aiRace/customNodes/collisionTrackingNode.lua
C.name = 'Race Collision Tracking'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.description = 'Tracks collision events between a main vehicle and opponent vehicles.'
@/lua/ge/extensions/editor/flowgraph/nodelibrary.lua

  im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0, 0, 0))
  if editor.uiIconImageButton(editor.icons.close, im.ImVec2(22, 22)) then
    if tableIsEmpty(self.fgEditor.copyData) then
      editor.uiIconImage(editor.icons.content_paste, im.ImVec2(22, 22), im.ImVec4(0.5, 0.5, 0.5, 1.0))
    else

local matchColor = im.ImVec4(1,0.5,0,1)
function C:highlightText(label, highlightText)
local iconSize = im.ImVec2(24, 24)
local iconColor = im.ImVec4(0.5,0.5,0.5,1)
function C:displayResults(menuPos)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceMarkers.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/vehicleDetailViewer.lua
  if im.BeginMenu('View Controls##VDV_'..tostring(view.name)) then
    im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 1, 0.8))
    im.TextUnformatted('click+drag = move')
        if loadedLayoutBaseFilename == baseFilename then
          im.PushStyleColor2(im.Col_Text, im.ImVec4(0, 1, 0, 1))
          im.TextUnformatted(baseFilename)
  if settings.getValue("vsync") then
    im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0, 0, 1))
    im.TextUnformatted('>> DISABLE VSYNC: there will be render problems')
    im.SetCursorPosY(75)
    im.PushStyleColor2(im.Col_Text, im.ImVec4(0, 1, 0, 1))
    im.TextUnformatted(view.statusMessage)
@/lua/ge/extensions/editor/assetManagementTool.lua
        if isFirstPath then
          imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), tostring(mapping.recordIndex))
          imgui.SameLine()
        imgui.PushID1(tostring(row))
        imgui.PushStyleColor2(imgui.Col_Button, imgui.ImVec4(0.3, 0, 0, 0.5))

  imgui.PushStyleColor2(imgui.Col_Button, imgui.ImVec4(0.5, 0, 0, 1))
  if imgui.Button("S T A R T   M I G R A T I O N") then
        imgui.TableNextColumn()
        imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), tostring(idx))
        if record.fixed then
          imgui.TextColored(imgui.ImVec4(0, 1, 0, 1), "FIXED")
        else
        else
          imgui.TextColored(imgui.ImVec4(1, 0, 0, 1), "INVALID")
        end
        imgui.TableNextColumn()
        imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), tostring(idx))
        imgui.TableNextColumn()
        imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), tostring(idx))
        if not record.failed then
          imgui.TextColored(imgui.ImVec4(0, 1, 0, 1), "SUCCESS")
        else
        else
          imgui.TextColored(imgui.ImVec4(1, 0, 0, 1), "COPY FAILED")
        end
        imgui.TableNextColumn()
        imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), tostring(idx))
        if not record.failed then
          imgui.TextColored(imgui.ImVec4(0, 1, 0, 1), "SUCCESS")
        else
        else
          imgui.TextColored(imgui.ImVec4(1, 0, 0, 1), "RELINK FAILED")
        end
@/lua/ge/extensions/gameplay/rally/util/colors.lua

M.clr_error    = im.ImVec4(1, 0.2, 0.2, 1)
M.clr_no_error = im.ImVec4(0.2, 1, 0.2, 1)
M.clr_error    = im.ImVec4(1, 0.2, 0.2, 1)
M.clr_no_error = im.ImVec4(0.2, 1, 0.2, 1)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/pathEndTransform.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/flowgraph/properties.lua
    local clr = cdata
    item[customName] = im.ImVec4(clr[0],clr[1],clr[2],clr[3])
    reason = "Changed icon color for " .. item.name
        if pin.hidden then
          editor.uiIconImage(editor.icons.visibility_off, im.ImVec2(24, 24), im.ImVec4(0.3, 0.3, 0.3, 1))
          if im.IsItemClicked() and self.mgr.allowEditing then
        elseif pin.pinMode == 'normal' then
          self.mgr:DrawTypeIcon(pin:getTypeWithImpulseAndChain(), firstLink ~= nil, 1, nil, (constValue ~= nil) and im.ImVec4(0,0,1,1) or nil)
          if im.IsItemClicked() and self.mgr.allowEditing and not firstLink and pin.type ~= 'table' then
        if pin.hidden then
          editor.uiIconImage(editor.icons.visibility_off, im.ImVec2(24, 24), im.ImVec4(0.3, 0.3, 0.3, 1))
          if im.IsItemClicked() and self.mgr.allowEditing then
        if pin.hidden then
          editor.uiIconImage(editor.icons.visibility_off, im.ImVec2(24, 24), im.ImVec4(0.3, 0.3, 0.3, 1))
          if im.IsItemClicked() and self.mgr.allowEditing then
        elseif pin.pinMode == 'normal' then
          self.mgr:DrawTypeIcon(pin:getTypeWithImpulseAndChain(), firstLink ~= nil, 1, nil, (constValue ~= nil) and im.ImVec4(0,0,1,1) or nil)
          if im.IsItemClicked() and self.mgr.allowEditing and not firstLink and pin.type ~= 'table' then
        if pin.hidden then
          editor.uiIconImage(editor.icons.visibility_off, im.ImVec2(24, 24), im.ImVec4(0.3, 0.3, 0.3, 1))
          if im.IsItemClicked() and self.mgr.allowEditing then
@/lua/ge/extensions/editor/crawlEditor.lua

local unsavedColor = im.ImVec4(1, 0.3, 0.1, 1.0)
      im.Separator()
      im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Trails")
      im.SameLine()
      im.Separator()
      im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Paths")
      im.SameLine()
      im.Separator()
      im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Boundaries")
      im.SameLine()
      im.Separator()
      im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Starting Positions")
      im.SameLine()
          displayName = "*** " .. displayName .. " ***"
          im.PushStyleColor2(im.Col_Text, im.ImVec4(1.0, 0.0, 0.0, 1.0))
        end
        im.SameLine()
        im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
        if im.Button("Delete Trail") then
        im.SameLine()
        im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
        if im.Button("Delete Path") then
        im.SameLine()
        im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
        if im.Button("Delete Boundary") then
        im.SameLine()
        im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
        im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
        im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
        if im.Button("Delete Starting Position") then
@/lua/ge/extensions/editor/terrainMaterialsEditor.lua
        if not annotationsTbl or not annotationsTbl[value] then
          bgColor = im.ImVec4(0, 0, 0, 1)
        else
          bgColor =
            im.ImVec4(
            annotationsTbl[value].r / 255,
            if not annotationsTbl or not annotationsTbl[annotations[n]] then
              bgColor = im.ImVec4(0, 0, 0, 1)
            else
              bgColor =
                im.ImVec4(
                annotationsTbl[annotations[n]].r / 255,
    if notificationState == 1 then
      im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), "First character must not be a number.")
    elseif notificationState == 2 then
    elseif notificationState == 2 then
      im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), "Material name must not be empty.")
    elseif notificationState == 3 then
    elseif notificationState == 3 then
      im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), "This material already exists.")
    end
@/lua/ge/extensions/gameplay/rally/tools/devTools.lua
  if sectionExpanded then
    im.TextColored(im.ImVec4(1, 0.7, 0.3, 1), "Note: Pacenotes debug drawing is hidden while this section is expanded")
    im.Separator()
@/lua/ge/extensions/flowgraph/groupHelper.lua
  inputNode = newGraph:createNode('macro/io')
  inputNode.color = im.ImVec4(1,1,0,1)
  inputNode.name = 'input'
  outputNode = newGraph:createNode('macro/io')
  outputNode.color = im.ImVec4(1,0,1,1)
  outputNode.name = 'output'
@/lua/ge/extensions/flowgraph/nodes/util/loadLevel.lua
C.description = "Loads a level. path is relative to levels/. Automatically adds the /info.json file ending."
C.color = im.ImVec4(0.03, 0.3, 0.84, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/ui/contextTranslation.lua
    if self.variablesState == 1 then
      editor.uiIconImage(editor.icons.translate, im.ImVec2(24, 24), im.ImVec4(1, 0, 0, 1))
      im.tooltip("No context found for this translationString!")
    elseif self.variablesState == 2 then
      editor.uiIconImage(editor.icons.translate, im.ImVec2(24, 24), im.ImVec4(0, 1, 0, 1))
      im.tooltip("Variables loaded successfully")
    else
      editor.uiIconImage(editor.icons.translate, im.ImVec2(24, 24), im.ImVec4(1, 1, 1, 1))
      im.tooltip("Put in translationString to load variables")
@/lua/ge/extensions/gameplay/rally/loop/stagedCountdownUtils.lua
  if nodeData.test then
    im.TextColored(im.ImVec4(1, 1, 0, 1), "TEST MODE")
  end
    if timeUntilStagingCheck > 0 and timeUntilStagingCheck < stagingCheckTime then
      im.TextColored(im.ImVec4(1, 0.8, 0.2, 1), string.format("Staging check in: %.1fs", timeUntilStagingCheck))
    end
@/lua/ge/extensions/editor/visualization.lua
local function _colorChip(label, rgb)
  im.ColorButton("##"..label, im.ImVec4(rgb[1], rgb[2], rgb[3], 1), im.flags(im.ColorEditFlags_NoTooltip), vec2(_uiScale(18), _uiScale(18)))
  im.SameLine()
@/lua/ge/extensions/util/maptiles.lua
        if tile.status == 'done' then
          color = im.GetColorU322(im.ImVec4(0, 1, 0, 1)) -- Green
        elseif tile.status == 'current' then
        elseif tile.status == 'current' then
          color = im.GetColorU322(im.ImVec4(1, 1, 0, 1)) -- Yellow
        else
        else
          color = im.GetColorU322(im.ImVec4(0.5, 0.5, 0.5, 1)) -- Grey
        end
      -- Draw grid border
      im.ImDrawList_AddRect(drawList, cursorPos, im.ImVec2(cursorPos.x + gridWidth, cursorPos.y + gridHeight), im.GetColorU322(im.ImVec4(1, 1, 1, 1)))
@/lua/common/extensions/ui/flowgraph/editor.lua
M.nodeColors = {
  crash = im.ImVec4(1, 0.2, 0, 0.75),
  ai = im.ImVec4(0.4, 0.9, 1.0, 0.9),
  crash = im.ImVec4(1, 0.2, 0, 0.75),
  ai = im.ImVec4(0.4, 0.9, 1.0, 0.9),
  debug = im.ImVec4(1, 0, 1, 0.75),
  ai = im.ImVec4(0.4, 0.9, 1.0, 0.9),
  debug = im.ImVec4(1, 0, 1, 0.75),
  vehicle = im.ImVec4(1, 0.4, 0, 0.75),
  debug = im.ImVec4(1, 0, 1, 0.75),
  vehicle = im.ImVec4(1, 0.4, 0, 0.75),
  event = im.ImVec4(1, 0, 0, 0.75),
  vehicle = im.ImVec4(1, 0.4, 0, 0.75),
  event = im.ImVec4(1, 0, 0, 0.75),
  ui = im.ImVec4(0.23, 0.88, 0.32, 0.7),
  event = im.ImVec4(1, 0, 0, 0.75),
  ui = im.ImVec4(0.23, 0.88, 0.32, 0.7),
  recoveryPrompt = im.ImVec4(0.19, 0.8, 0.42, 0.7),
  ui = im.ImVec4(0.23, 0.88, 0.32, 0.7),
  recoveryPrompt = im.ImVec4(0.19, 0.8, 0.42, 0.7),
  camera = im.ImVec4(0.63, 0.8, 0.32, 0.6),
  recoveryPrompt = im.ImVec4(0.19, 0.8, 0.42, 0.7),
  camera = im.ImVec4(0.63, 0.8, 0.32, 0.6),
  scene = im.ImVec4(0.3, 0.5, 0.75, 0.6),
  camera = im.ImVec4(0.63, 0.8, 0.32, 0.6),
  scene = im.ImVec4(0.3, 0.5, 0.75, 0.6),
  timeline = im.ImVec4(0.0, 0.0, 0.75, 0.6),
  scene = im.ImVec4(0.3, 0.5, 0.75, 0.6),
  timeline = im.ImVec4(0.0, 0.0, 0.75, 0.6),
  tool = im.ImVec4(0.2, 1, 0.65, 0.9),
  timeline = im.ImVec4(0.0, 0.0, 0.75, 0.6),
  tool = im.ImVec4(0.2, 1, 0.65, 0.9),
  default = im.ImVec4(0.55, 0.55, 0.55, 0.9),
  tool = im.ImVec4(0.2, 1, 0.65, 0.9),
  default = im.ImVec4(0.55, 0.55, 0.55, 0.9),
  career = im.ImVec4(1, 0.3, 0.1, 0.9),
  default = im.ImVec4(0.55, 0.55, 0.55, 0.9),
  career = im.ImVec4(1, 0.3, 0.1, 0.9),
  sites = im.ImVec4(0.4, 0.9, 0.6, 0.9),
  career = im.ImVec4(1, 0.3, 0.1, 0.9),
  sites = im.ImVec4(0.4, 0.9, 0.6, 0.9),
  traffic = im.ImVec4(0.45, 0.5, 0.7, 0.9),
  sites = im.ImVec4(0.4, 0.9, 0.6, 0.9),
  traffic = im.ImVec4(0.45, 0.5, 0.7, 0.9),
  signals = im.ImVec4(0.4, 0.65, 0.75, 0.9),
  traffic = im.ImVec4(0.45, 0.5, 0.7, 0.9),
  signals = im.ImVec4(0.4, 0.65, 0.75, 0.9),
  string = im.ImVec4(0.486, 0.0824, 0.6, 1),
  signals = im.ImVec4(0.4, 0.65, 0.75, 0.9),
  string = im.ImVec4(0.486, 0.0824, 0.6, 1),
  walking = im.ImVec4(0.586, 0.824, 0.4, 0.7),
  string = im.ImVec4(0.486, 0.0824, 0.6, 1),
  walking = im.ImVec4(0.586, 0.824, 0.4, 0.7),
  projectMacro = im.ImVec4(0.9, 1, 0.5, 1),
  walking = im.ImVec4(0.586, 0.824, 0.4, 0.7),
  projectMacro = im.ImVec4(0.9, 1, 0.5, 1),
  state = im.ImVec4(0.8, 0.8, 1, 1), -- grayish white
  projectMacro = im.ImVec4(0.9, 1, 0.5, 1),
  state = im.ImVec4(0.8, 0.8, 1, 1), -- grayish white
  thread = im.ImVec4(0.5, 0.5, 1, 1), -- grayish white
  state = im.ImVec4(0.8, 0.8, 1, 1), -- grayish white
  thread = im.ImVec4(0.5, 0.5, 1, 1), -- grayish white
  groupstate = im.ImVec4(0.5, 0.6, 1, 1), -- bluer-ish white
  thread = im.ImVec4(0.5, 0.5, 1, 1), -- grayish white
  groupstate = im.ImVec4(0.5, 0.6, 1, 1), -- bluer-ish white
  button = im.ImVec4(0.1, 0.9, 0.5, 0.7), -- slight variation from the ui color
  groupstate = im.ImVec4(0.5, 0.6, 1, 1), -- bluer-ish white
  button = im.ImVec4(0.1, 0.9, 0.5, 0.7), -- slight variation from the ui color
  timer = im.ImVec4(0.5, 0.9, 0.1, 0.7),
  button = im.ImVec4(0.1, 0.9, 0.5, 0.7), -- slight variation from the ui color
  timer = im.ImVec4(0.5, 0.9, 0.1, 0.7),
  file = im.ImVec4(0, 0.6, 1, 0.7),
  timer = im.ImVec4(0.5, 0.9, 0.1, 0.7),
  file = im.ImVec4(0, 0.6, 1, 0.7),
  tech = im.ImVec4(0.05, 1, 0.9, 0.7),
  file = im.ImVec4(0, 0.6, 1, 0.7),
  tech = im.ImVec4(0.05, 1, 0.9, 0.7),
local typeColors = {
  ['flow'] = im.ImVec4(1, 1, 1, 1), -- white
  ['chainFlow'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
  ['flow'] = im.ImVec4(1, 1, 1, 1), -- white
  ['chainFlow'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
  ['impulse'] = im.ImVec4(1, 0.85, 0.7, 1), -- orange
  ['chainFlow'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
  ['impulse'] = im.ImVec4(1, 0.85, 0.7, 1), -- orange
  ['string'] = im.ImVec4(0.486, 0.0824, 0.6, 1), -- purple
  ['impulse'] = im.ImVec4(1, 0.85, 0.7, 1), -- orange
  ['string'] = im.ImVec4(0.486, 0.0824, 0.6, 1), -- purple
  ['number'] = im.ImVec4(0.576, 0.886, 0.29, 1), -- green
  ['string'] = im.ImVec4(0.486, 0.0824, 0.6, 1), -- purple
  ['number'] = im.ImVec4(0.576, 0.886, 0.29, 1), -- green
  ['bool'] = im.ImVec4(0.863, 0.188, 0.188, 1), -- red
  ['number'] = im.ImVec4(0.576, 0.886, 0.29, 1), -- green
  ['bool'] = im.ImVec4(0.863, 0.188, 0.188, 1), -- red
  ['any'] = im.ImVec4(0.75, 0.75, 0.75, 1), -- white
  ['bool'] = im.ImVec4(0.863, 0.188, 0.188, 1), -- red
  ['any'] = im.ImVec4(0.75, 0.75, 0.75, 1), -- white
  ['table'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
  ['any'] = im.ImVec4(0.75, 0.75, 0.75, 1), -- white
  ['table'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
  ['vec3'] = im.ImVec4(1, 1, 0.2, 1), -- yellwo
  ['table'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
  ['vec3'] = im.ImVec4(1, 1, 0.2, 1), -- yellwo
  ['quat'] = im.ImVec4(1, 0.6, 0.2, 1), -- orange
  ['vec3'] = im.ImVec4(1, 1, 0.2, 1), -- yellwo
  ['quat'] = im.ImVec4(1, 0.6, 0.2, 1), -- orange
  ['color'] = im.ImVec4(0.2, 0.6, 1, 1), -- blue
  ['quat'] = im.ImVec4(1, 0.6, 0.2, 1), -- orange
  ['color'] = im.ImVec4(0.2, 0.6, 1, 1), -- blue
  ['state'] = im.ImVec4(0.8, 0.8, 1, 1), -- blueish white
  ['color'] = im.ImVec4(0.2, 0.6, 1, 1), -- blue
  ['state'] = im.ImVec4(0.8, 0.8, 1, 1), -- blueish white
    name = "State",
    color = im.ImVec4(0.2, 0.2, 0.4, 1),
    tabColor = im.ImVec4(0.15, 0.15, 0.4, 1),
    color = im.ImVec4(0.2, 0.2, 0.4, 1),
    tabColor = im.ImVec4(0.15, 0.15, 0.4, 1),
    tabHovered = im.ImVec4(0.4, 0.4, 0.75, 1),
    tabColor = im.ImVec4(0.15, 0.15, 0.4, 1),
    tabHovered = im.ImVec4(0.4, 0.4, 0.75, 1),
    tabSelected = im.ImVec4(0.4, 0.4, 0.75, 1),
    tabHovered = im.ImVec4(0.4, 0.4, 0.75, 1),
    tabSelected = im.ImVec4(0.4, 0.4, 0.75, 1),
    tabUnfocused = im.ImVec4(0.15, 0.15, 0.4, 1),
    tabSelected = im.ImVec4(0.4, 0.4, 0.75, 1),
    tabUnfocused = im.ImVec4(0.15, 0.15, 0.4, 1),
    tabUnfocusedActive = im.ImVec4(0.25, 0.25, 0.6, 1),
    tabUnfocused = im.ImVec4(0.15, 0.15, 0.4, 1),
    tabUnfocusedActive = im.ImVec4(0.25, 0.25, 0.6, 1),

    gridColor = im.ImVec4(0.4, 0.4, 1, 0.4),
    abbreviation = '[S]'
    name = "Graph",
    color = im.ImVec4(1, 1, 1, 1),
    tabColor = im.ImVec4(1, 0.5, 0.5, 1),
    color = im.ImVec4(1, 1, 1, 1),
    tabColor = im.ImVec4(1, 0.5, 0.5, 1),
    gridColor = im.ImVec4(0.5, 0.5, 0.5, 0.25),
    tabColor = im.ImVec4(1, 0.5, 0.5, 1),
    gridColor = im.ImVec4(0.5, 0.5, 0.5, 0.25),
    abbreviation = ''
    name = "Macro",
    color = im.ImVec4(0.4, 0.6, 1, 1),
    tabColor = im.ImVec4(0, 0.25, 1.5, 1),
    color = im.ImVec4(0.4, 0.6, 1, 1),
    tabColor = im.ImVec4(0, 0.25, 1.5, 1),
    gridColor = im.ImVec4(0.3, 0.6, 1, 0.25),
    tabColor = im.ImVec4(0, 0.25, 1.5, 1),
    gridColor = im.ImVec4(0.3, 0.6, 1, 0.25),
    abbreviation = '[M] '
    name = "Instance",
    color = im.ImVec4(1, 0.5, 0.5, 1),
    tabColor = im.ImVec4(0.5, 1, 0.5, 1),
    color = im.ImVec4(1, 0.5, 0.5, 1),
    tabColor = im.ImVec4(0.5, 1, 0.5, 1),
    gridColor = im.ImVec4(1, 0.25, 0.25, 0.25),
    tabColor = im.ImVec4(0.5, 1, 0.5, 1),
    gridColor = im.ImVec4(1, 0.25, 0.25, 0.25),
    abbreviation = '[I] '
local lerpVec4 = function(a, b, t)
  return im.ImVec4(a.x * t + b.x * (1 - t), a.y * t + b.y * (1 - t), a.z * t + b.z * (1 - t), a.w * t + b.w * (1 - t))
end
for g, info in pairs(graphTypes) do
  info.tabColor = info.tabColor or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.4)
  info.tabHovered = info.tabHovered or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.7)
  info.tabColor = info.tabColor or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.4)
  info.tabHovered = info.tabHovered or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.7)
  info.tabSelected = info.tabSelected or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.6)
  info.tabHovered = info.tabHovered or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.7)
  info.tabSelected = info.tabSelected or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.6)
  info.tabUnfocused = info.tabUnfocused or lerpVec4(info.color, im.ImVec4(0, 0, 0, 1), 0.6)
  info.tabSelected = info.tabSelected or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.6)
  info.tabUnfocused = info.tabUnfocused or lerpVec4(info.color, im.ImVec4(0, 0, 0, 1), 0.6)
  info.tabUnfocusedActive = info.tabUnfocusedActive or lerpVec4(info.color, im.ImVec4(0, 0, 0, 1), 0.4)
  info.tabUnfocused = info.tabUnfocused or lerpVec4(info.color, im.ImVec4(0, 0, 0, 1), 0.6)
  info.tabUnfocusedActive = info.tabUnfocusedActive or lerpVec4(info.color, im.ImVec4(0, 0, 0, 1), 0.4)
  --im.SetStyle(stle)
local function getTypeColor(dataType)
  return typeColors[dataType] or im.ImVec4(0.45, 0.35, 0.1, 1) -- brown
end
  if tpe == 'color' then
    local clr = im.ImVec4(value[1], value[2], value[3], value[4])
    editor.uiIconImageButton(editor.icons.stop, im.ImVec2(20, 20), clr, nil, clr)
  if tpe == 'color' then
    local clr = im.ImVec4(value[1], value[2], value[3], value[4])
    editor.uiIconImageButton(editor.icons.stop, im.ImVec2(20, 20), clr, nil, clr)
        if im.IsItemHovered() then
          im.ImDrawList_AddRect(im.GetWindowDrawList(), cPos, im.ImVec2(cPos.x + size.x, cPos.y + size.y), im.GetColorU322(im.ImVec4(1,0.6,0,0.5)), nil, nil, 1)
        end
@/lua/ge/extensions/util/screenshotCreator.lua
local imVec32x32 = im.ImVec2(32, 32)
local imVec4Grey = im.ImVec4(0.65,0.65,0.65,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Grey = im.ImVec4(0.65,0.65,0.65,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
@/lua/ge/extensions/editor/sceneTree.lua
local objectNodeIconColor = imgui.ImColorByRGB(180, 120, 0, 255)
local transparentColor = imgui.ImVec4(0,0,0,0)
local defaultObjectNodeIcon = nil -- inited in onEditorInitialized
local objectClassIcons = nil -- inited in onEditorInitialized
local dragDropBGColor = imgui.GetColorU322(imgui.ImVec4(1, 1, 1, 0.25), 1)
local guiInstancer = require("editor/api/guiInstancer")()
  elseif hasDragDropPayload and (disableHoverColor or not node.isGroup) then
    imgui.PushStyleColor2(imgui.Col_HeaderHovered, imgui.ImVec4(0,0,0,0))
  end
    local lockedObjectTextColor = editor.getPreference("ui.general.lockedObjectTextColor")
    textCol = imgui.ImVec4(lockedObjectTextColor.r, lockedObjectTextColor.g, lockedObjectTextColor.b, lockedObjectTextColor.a)
  end
      local dl = imgui.GetWindowDrawList()
      imgui.ImDrawList_AddLine(dl, p1, p2, imgui.GetColorU322(imgui.ImVec4(1,1,1,1)), 3)
      -- this is to preseve the same spacing before the lock button, if hide button is not visible
      local iconColor = imgui.ImVec4(0, 0, 0, 0)
      -- icon doesnt matter which one is, we just need one for this invisible button
  else
    textColor = imgui.ImVec4(0.49, 0.68, 0.96, 1.0)
    iconColor = imgui.ImVec4(0.49, 0.84, 0.99, 1.0)
    textColor = imgui.ImVec4(0.49, 0.68, 0.96, 1.0)
    iconColor = imgui.ImVec4(0.49, 0.84, 0.99, 1.0)
    if nodeSelectable(instance, node, icon, iconColor, smallIconSize, selectionColor, nodeLabel, textColor, nil, nameFilterText) then
        if node.className == "PrefabInstance" then
          node.overrideTextColor = imgui.ImVec4(0.49, 0.68, 0.96, 1.0)
          node.overrideIconColor = imgui.ImVec4(0.49, 0.84, 0.99, 1.0)
          node.overrideTextColor = imgui.ImVec4(0.49, 0.68, 0.96, 1.0)
          node.overrideIconColor = imgui.ImVec4(0.49, 0.84, 0.99, 1.0)
        end
    local wndName = instance.windowName
    imgui.PushStyleColor2(imgui.Col_Button, imgui.ImVec4(0,0,0,0))

        imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), localMouseDragStartPos, mouseDragEndPos, imgui.GetColorU322(imgui.ImVec4(1, 1, 0, 1)))
      end
@/lua/ge/extensions/editor/logHelper.lua

  im.TextColored(im.ImVec4(0.7, 0.7, 0.7, 1), "\tLogStats: ")
  if type(t.errors) == 'number' and t.errors > 0 then
    im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), tostring(t.errors) .. 'E ')
    --im.SameLine()
  if type(t.warnings) == 'number' and t.warnings > 0 then
    im.TextColored(im.ImVec4(1.0, 1.0, 0.0, 1.0), tostring(t.warnings) .. 'W')
  end
@/lua/ge/extensions/editor/util/vehicleFilterUtil.lua
  if #finalConfigs == 0 then
    im.TextColored(im.ImVec4(1, 0.5, 0, 1), "No configs selected. Add probability settings or add manually.")
  else
@/lua/ge/extensions/flowgraph/nodes/gameplay/playerMoves.lua
C.description = 'Used to start a mission when the player moves instead of a countdown.'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.icon = "timer"
@/lua/ge/extensions/editor/gen/ui.lua
--        ifroof = W.ifRoof('pyramid')
--        color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
		if editor.uiIconImageButton(v.icon, --editor.icons.forest_select,
--        ifroof = W.ifRoof('pyramid')
--        color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
		if editor.uiIconImageButton(v.icon, --editor.icons.forest_select,
--    local bottomRight = im.ImVec2(topLeft.x + sz.x + 2*padding, topLeft.y + 20)
--    local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
--        im.Indent(140)
--        im.ColorButton('ib'..lbl, im.ImVec4(0.6, 0.0, 0.0, 1))
	end

local colorOn = im.ImVec4(0.5, 0.7, 0.5, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local colorOn = im.ImVec4(0.5, 0.7, 0.5, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local colorList = im.ImVec4(0.5, 0.5, 0.55, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local colorList = im.ImVec4(0.5, 0.5, 0.55, 1)
local bgActive = im.ImVec4(0.3, 0.3, 0.3, 1)
local colorList = im.ImVec4(0.5, 0.5, 0.55, 1)
local bgActive = im.ImVec4(0.3, 0.3, 0.3, 1)
local function button(lbl, key, icon, c, isactive)
	if not c then c = im.ImVec4(0.5, 0.7, 0.5, 1) end
	local bgcolor = isactive and bgActive or nil

	cbg = cbg or im.ImVec4(0.7, 0.7, 0., 1)
	dim = dim or im.ImVec2(62,22)
	dim = dim or im.ImVec2(62,22)
--    cbg = im.ImVec4(0.7, 0.7, 0., 1)
	if editor.uiIconImageButton(editor.icons.forest_select,
	if editor.uiIconImageButton(editor.icons.forest_select,
	dim, im.ImVec4(0.0, 0.0, 0.0, 0), nil, cbg, 'MultiSelectButton') then
		if ctxt == colorOff then return end
	if editor.uiIconImageButton(editor.icons.forest_select, --editor.icons.forest_select,
	dim, im.ImVec4(0.0, 0.0, 0.0, 0), nil, cbg, 'MultiSelectButton') then
		if c == colorOff then return end
--    local width = im.CalcTextSize(t).x
	--                if im.ColorButton('ib'..i, im.ImVec4(0.6, 0.0, 0.0, 1)) then
	if not dim then dim = im.ImVec2(37,37) end
	if not dim then dim = im.ImVec2(37,37) end
--    if not cbg then cbg = im.ImVec4(0.2, 0.2, 0.2, 1) end
--    local bgcolor = nil
			if editor.uiIconImageButton(editor.icons.forest_select, --editor.icons.forest_select,
				dim, im.ImVec4(0.0, 0.0, 0.0, 0),
				nil, cbg, 'MultiSelectButton') then
--                aicon[lbl][1], aicon[lbl][2], c,
				im.ImVec4(0.6, 1.0, 0.0, 0.01)
				)
--	if croad then scope = nil end
	local colorNav = im.ImVec4(0.4, 0.6, 0.8, 1)
		im.NextColumn()
		buttonT('Unique', 'gen_unique', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
		im.Unindent(6)
		im.NextColumn()
		buttonT('Unique', 'gen_unique', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
		im.Unindent(6)
		im.Unindent(6)
		buttonT('Instances', 'gen_inst', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
		im.Unindent(8)
		im.Unindent(6)
		buttonT('Instances', 'gen_inst', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
		im.Unindent(8)
		im.Dummy(im.ImVec2(0, 16))
		buttonT('CLEAR', 'gen_clear', im.ImVec4(0.7, 0.1, 0.1, 1), im.ImVec4(0.77, 0.75, 0.65, 1), nil, true)
		im.Dummy(im.ImVec2(0, 16))
		buttonT('CLEAR', 'gen_clear', im.ImVec4(0.7, 0.1, 0.1, 1), im.ImVec4(0.77, 0.75, 0.65, 1), nil, true)
		im.NextColumn()
		buttonT('Instances', 'gen_inst', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
]]
		im.NextColumn()
		buttonT('Instances', 'gen_inst', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
]]
--	if editor.beginWindow('LAT', 'Landscape Editor') then
--		local ctxt = im.ImVec4(0.9, 0.9, 0.9, 1)
--		buttonT('BASES2', 'base_load3', ctxt, im.ImVec4(0.47, 0.45, 0.45, 1), nil, true, -3)
--		local ctxt = im.ImVec4(0.9, 0.9, 0.9, 1)
--		buttonT('BASES2', 'base_load3', ctxt, im.ImVec4(0.47, 0.45, 0.45, 1), nil, true, -3)
		local bgcolor, color
		local bgcolor, color
		local scapeColor = im.ImVec4(0.1, 0.6, 0.9, 0.8)
			-- junction button
			color = injunction and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
			button('build junction', 'b_junction', 'twoRoadsCrossAdd', color)
			-- road place button
			color = (W.out.Ter.out.aregion and #W.out.Ter.out.aregion>2) and im.ImVec4(0.4, 0.4, 1, 1) or colorOff
--			color = im.ImVec4(0.4, 0.4, 1, 1) --W.out.D.out.inplot and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
			color = (W.out.Ter.out.aregion and #W.out.Ter.out.aregion>2) and im.ImVec4(0.4, 0.4, 1, 1) or colorOff
--			color = im.ImVec4(0.4, 0.4, 1, 1) --W.out.D.out.inplot and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
			button('populate regions with roads', 'b_road', 'timeline', color)
			color = (W.out.Ter.out.aregion and #W.out.Ter.out.aregion>2) and im.ImVec4(0.4, 0.4, 1, 1) or colorOff
--			color = im.ImVec4(0.4, 0.4, 1, 1) --W.out.D.out.inplot and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
			button('populate regions with roads', 'b_road', 'timeline', color)

		local ctxt, opacity -- = (scope == 'building') and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
		im.NextColumn()
		ctxt = im.ImVec4(0.9, 0.9, 0.9, 1) --W.out.saved and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
		opacity = 1 --W.out.saved and 1 or 0.3
		im.NextColumn()
		ctxt = im.ImVec4(0.9, 0.9, 0.9, 1) --W.out.saved and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
		opacity = 1 --W.out.saved and 1 or 0.3
		if false then
			buttonT('BASES', 'base_load', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
			im.NextColumn()
		if U._HERE then
--			buttonT('TOLOD', 'dae_exp', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
			buttonT('TODAE', 'dae_exp', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
--			buttonT('TOLOD', 'dae_exp', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
			buttonT('TODAE', 'dae_exp', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
			im.NextColumn()
		end
    	buttonT('Load', 'session_load', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
		im.NextColumn()
		ctxt = true and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
		opacity = true and 1 or 0.3
		opacity = true and 1 or 0.3
		buttonT('Save', 'session_save', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
		im.NextColumn()
		ctxt = (scope == 'building') and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
		opacity = (scope == 'building') and 1 or 0.3
		opacity = (scope == 'building') and 1 or 0.3
		buttonT('Export', 'dae_export', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -4)
--        for k,s in pairs(ashape) do
			local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
			local bgcolor = W.ui.building_shape == ashape[k] and im.ImVec4(0.9, 0.5, 0, 1) or nil -- im.ImVec4(1, 0.7, 0, 0.7) or nil -- im.ImVec4(1., 1.0, 0, 0.6) or nil
			local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
			local bgcolor = W.ui.building_shape == ashape[k] and im.ImVec4(0.9, 0.5, 0, 1) or nil -- im.ImVec4(1, 0.7, 0, 0.7) or nil -- im.ImVec4(1., 1.0, 0, 0.6) or nil
      		local clr = W.ui.building_shape == ashape[k] and im.ImVec4(0.2, 0.2, 0.2, 0.8) or colorList
			local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
			local bgcolor = W.ui.building_shape == ashape[k] and im.ImVec4(0.9, 0.5, 0, 1) or nil -- im.ImVec4(1, 0.7, 0, 0.7) or nil -- im.ImVec4(1., 1.0, 0, 0.6) or nil
      		local clr = W.ui.building_shape == ashape[k] and im.ImVec4(0.2, 0.2, 0.2, 0.8) or colorList
			local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
			local bgcolor = W.ui.building_shape == ashape[k] and im.ImVec4(0.9, 0.5, 0, 1) or nil -- im.ImVec4(1, 0.7, 0, 0.7) or nil -- im.ImVec4(1., 1.0, 0, 0.6) or nil
      		local clr = W.ui.building_shape == ashape[k] and im.ImVec4(0.2, 0.2, 0.2, 0.8) or colorList
			local bgcolor = W.ui.building_shape == ashape[k] and im.ImVec4(0.9, 0.5, 0, 1) or nil -- im.ImVec4(1, 0.7, 0, 0.7) or nil -- im.ImVec4(1., 1.0, 0, 0.6) or nil
      		local clr = W.ui.building_shape == ashape[k] and im.ImVec4(0.2, 0.2, 0.2, 0.8) or colorList
--			local bgcolor = W.ui.building_shape == ashape[k] and bgActive or nil
			if editor.uiIconImageButton(editor.icons[s], --editor.icons.forest_select,
				dim, clr, -- im.ImVec4(1.0, 1.0, 1.0, 1),
				nil,
--		local opacity = (scope == 'building') and 1 or 0.4
--        local ctxt = (scope == 'building') and im.ImVec4(0.1, 0.1, 0.1, 1) or colorOff
--    buttonT('Clone', 'floor_clone', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1), nil, true) --, nil, im.ImVec2(67,47))
--        local ctxt = (scope == 'building') and im.ImVec4(0.1, 0.1, 0.1, 1) or colorOff
--    buttonT('Clone', 'floor_clone', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1), nil, true) --, nil, im.ImVec2(67,47))
--        local ctxt = (scope == 'building') and im.ImVec4(0.1, 0.1, 0.1, 1) or colorOff
--    buttonT('Clone', 'floor_clone', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1), nil, true) --, nil, im.ImVec2(67,47))

    ctxt = true and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
    opacity = true and 1 or 0.4
    opacity = true and 1 or 0.4
    buttonT('Save', 'session_save', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true)
    im.SameLine()
    im.SameLine()
    ctxt = (scope == 'building') and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
    opacity = (scope == 'building') and 1 or 0.4
    opacity = (scope == 'building') and 1 or 0.4
    buttonT('Export', 'dae_export', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true)
]]
]]
--		buttonT('Export', 'dae_export', ctxt, im.ImVec4(0.25, 0.25, 0.25, 1), im.ImVec2(50,20))
--[[
				for k,s in pairs({'b_shape', 'l_shape','t_shape','p_shape','s_shape'}) do
					local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
					buttonC(s, 'building_shape', c) -- 'tetromino') -- 't_shape')
					im.BeginGroup()
					local ctxt = (scp == scope) and im.ImVec4(0.1, 0.1, 0.1, 1) or im.ImVec4(1, 1, 1, 1)
					local cbg = (scp == scope) and im.ImVec4(0.9, 0.5, 0, 1) or im.ImVec4(0.47, 0.45, 0.45, 1)
					im.BeginGroup()
					local ctxt = (scp == scope) and im.ImVec4(0.1, 0.1, 0.1, 1) or im.ImVec4(1, 1, 1, 1)
					local cbg = (scp == scope) and im.ImVec4(0.9, 0.5, 0, 1) or im.ImVec4(0.47, 0.45, 0.45, 1)
					local ctxt = (scp == scope) and im.ImVec4(0.1, 0.1, 0.1, 1) or im.ImVec4(1, 1, 1, 1)
					local cbg = (scp == scope) and im.ImVec4(0.9, 0.5, 0, 1) or im.ImVec4(0.47, 0.45, 0.45, 1)
					buttonT(t, 'scope_'..scp, ctxt, cbg, nil, true)
					local ctxt = (scp == scope) and im.ImVec4(0.1, 0.1, 0.1, 1) or im.ImVec4(1, 1, 1, 1)
					local cbg = (scp == scope) and im.ImVec4(0.9, 0.5, 0, 1) or im.ImVec4(0.47, 0.45, 0.45, 1)
					buttonT(t, 'scope_'..scp, ctxt, cbg, nil, true)

					local colText = im.ImVec4(0.5, 0.5, 0.5, 1)
					if scope == string.lower(t) then
					if scope == string.lower(t) then
						colText = im.ImVec4(0.9, 0.9, 0.9, 1)
					end
					end
		--            if editor.uiHighlightedText(t..'1', t..'2', im.ImVec4(0.6, 0.0, 0.0, 1)) then
		--            im.Indent(10)
						local width = im.CalcTextSize(t).x
		--                if im.ColorButton('ib'..i, im.ImVec4(0.6, 0.0, 0.0, 1)) then
						if im.InvisibleButton('ib'..i, im.ImVec2(width + 5, 20)) then
            if editor.uiIconImageButton(ishidden and editor.icons.visibility_off or editor.icons.visibility,
              im.ImVec2(24, 24), im.ImVec4(0.7, 0.7, 0.7, 0.8),
              nil, nil, 'MultiSelectButton') then
				if editor.uiIconImageButton(editor.icons.backspace,
				im.ImVec2(24, 24), im.ImVec4(0.9, 0.3, 0.3, 0.8),
				nil, nil, 'MultiSelectButton') then
		--            lo('?? for_mat:'..tostring(s))
		--            im.TextColored(im.ImVec4(0.5, 0.5, 0.7, 1), tostring(s))
		--            im.SameLine()
			if editor.uiIconImageButton(editor.icons.refresh,
				im.ImVec2(24, 24), im.ImVec4(0.5, 0.7, 0.5, 1),
				nil, nil, 'MultiSelectButton') then

			color = im.ImVec4(0.7, 0.7, 0.75, 1) -- colorList
			for _,s in pairs({'flat','pyramid','shed','gable'}) do
			for _,s in pairs({'flat','pyramid','shed','gable'}) do
				color = W.ifRoof(s) and im.ImVec4(0.7, 0.7, 0.75, 1) or colorOff
--                    color = im.ImVec4(0.7, 0.7, 0.75, 1)
				color = W.ifRoof(s) and im.ImVec4(0.7, 0.7, 0.75, 1) or colorOff
--                    color = im.ImVec4(0.7, 0.7, 0.75, 1)
				buttonCC('roof_'..s, 'roof_'..s, color, im.ImVec2(30, 30))
				if editor.uiIconImageButton(editor.icons.forest_select, --editor.icons.forest_select,
				dim, im.ImVec4(0.0, 0.0, 0.0, 0), nil, cbg, 'MultiSelectButton') then
					if c == colorOff then return end
				if editor.uiIconImageButton(editor.icons.forest_select, --editor.icons.forest_select,
				dim, im.ImVec4(0.0, 0.0, 0.0, 0), nil, cbg, 'MultiSelectButton') then
					if c == colorOff then return end

					color = W.ifRoof(s) and colorOn or colorOff -- im.ImVec4(0.5, 0.7, 0.5, 0.5)
					im.SameLine()

			local color = im.ImVec4(0.5, 0.7, 0.5, 1)
			if editor.uiIconImageButton(editor.icons.forest_select,
			local ifroof = W.ifRoof('pyramid')
			color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
			if editor.uiIconImageButton(editor.icons.forest_select,
			local ifroof = W.ifRoof('pyramid')
			color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
			if editor.uiIconImageButton(editor.icons.forest_select,
			ifroof = W.ifRoof('shed')
			color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
			if editor.uiIconImageButton(editor.icons.forest_select,
			ifroof = W.ifRoof('shed')
			color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
			if editor.uiIconImageButton(editor.icons.forest_select,
			ifroof = W.ifRoof('gable')
			color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
			if editor.uiIconImageButton(editor.icons.forest_select,
			ifroof = W.ifRoof('gable')
			color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
			if editor.uiIconImageButton(editor.icons.forest_select,
			local rightPanelWidth = U._HERE and 180 or 90
			local color, bgcolor = nil, nil -- scope == 'wall' and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
--            im.SameLine()
			local rightPanelWidth = U._HERE and 180 or 90
			local color, bgcolor = nil, nil -- scope == 'wall' and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
--            im.SameLine()
--[[
					color = colorOn --im.ImVec4(0.5, 0.7, 0.5, 1)
						color = im.ImVec4(0.5, 0.7, 0.5, 0)
					color = colorOn --im.ImVec4(0.5, 0.7, 0.5, 1)
						color = im.ImVec4(0.5, 0.7, 0.5, 0)
					if editor.uiIconImageButton(editor.icons.web_asset, --icons.picture_in_picture, --.forest_select,
					color = colorOn
		--            color = (({wall=1})[scope] ~= nil or bgcolor ~= nil) and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
					if editor.uiIconImageButton(editor.icons.forest_select,
					im.SameLine()
					color = ({wall=1,floor=1})[W.forScope()] ~= nil and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
					bgcolor = nil
				im.NextColumn()
				local scapeColor = im.ImVec4(0.1, 0.6, 0.9, 0.8)
				if U._PRD == 0 then
					if false and U._PRD == 0 then
						color = (W.ui.injunction or W.out.D.out.injunction) and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
						button('JAT', 'junction', 'twoRoadsCrossAdd', color)
					im.SameLine()
					color = im.ImVec4(0.5, 0.7, 0.5, 1)
					bgcolor = nil
								for k,s in pairs({'b_shape', 'l_shape','t_shape','p_shape','s_shape'}) do
									local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
									buttonC(s, 'building_shape', c) -- 'tetromino') -- 't_shape')
						if cij[1] ~= 1 or (desc and not (desc.basement and desc.basement.yes)) then
							buttonT('Clone', 'floor_clone', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1), nil, true) --, nil, im.ImVec2(67,47))
						end
						if cij[1] ~= 1 or (desc and not (desc.basement and desc.basement.yes)) then
							buttonT('Clone', 'floor_clone', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1), nil, true) --, nil, im.ImVec2(67,47))
						end
								local canRotate = top and (({gable=1, shed=1})[top.shape] or hasridge)
								local color = canRotate and im.ImVec4(0.7, 0.7, 0.75, 1) or colorOff
					--                            button('Rotate', 'ang_top', 'rotate_left', color)
						topLeft.y = topLeft.y + cur.y
--                        local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
						local color = im.GetColorU321(im.Col_FrameBg)
--        im.Separator()
		local colorHelp = im.ImVec4(0.7, 0.7, 0.1, 0.6)
		im.Dummy(im.ImVec2(0, 6))
					topLeft.y = topLeft.y + cur.y
--                        local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
					local color = im.GetColorU321(im.Col_FrameBg)
--[[
			local colText = W.isHidden() and im.ImVec4(1, 0.4, 0.4, 1) or im.ImVec4(1, 0.4, 0.4, 0.4)
			local t, i = 'Hidden', 6
--[[
			local colText = W.isHidden() and im.ImVec4(1, 0.4, 0.4, 1) or im.ImVec4(1, 0.4, 0.4, 0.4)
			local t, i = 'Hidden', 6
				if editor.uiIconImageButton(editor.icons.ab_asset_jbeam,
					im.ImVec2(10, 10), im.ImVec4(0.5, 0.7, 0.5, 1),
					nil, nil, 'b_scope_'..i,
@/lua/ge/extensions/gameplay/rally/tools/rallyToolbox.lua

local subheadingColor = im.ImVec4(226/255, 137/255, 5/255, 1.0)
      else
        im.TextColored(im.ImVec4(1,0,0,1), "driveline load failed!")
      end
@/lua/ge/extensions/editor/audioEventsList.lua

  editor.uiIconImage(editor.icons.music_note, im.ImVec2(24,24), im.ImVec4(1,1,1,1))
  im.SameLine()
    -- Go back to "root" folder
    editor.uiIconImage(editor.icons.folder, im.ImVec2(24,24), im.ImVec4(1,1,1,1))
    im.SameLine()
    if v.dataType == "dir" then
      editor.uiIconImage(editor.icons.folder, im.ImVec2(24,24), im.ImVec4(1,1,1,1))
      im.SameLine()
@/lua/ge/extensions/editor/gen/exp_solidflex.lua
--                lo('?? exp_sf.ui2:'..tostring(wlabel))
            im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(0.2, 0.2, 0.2, 0.4))
            if im.BeginListBox(id, im.ImVec2(-1,im.GetWindowHeight() - 118)) then
                if aax and #aax > 1 then
--                    color = im.ImVec4(0.5, 0.8, 0.6, 0.9) -- UI.colorOn
                    color = im.ImVec4(1, 0.8, 0.8, 0.8) -- UI.colorOn
--                    color = im.ImVec4(0.5, 0.8, 0.6, 0.9) -- UI.colorOn
                    color = im.ImVec4(1, 0.8, 0.8, 0.8) -- UI.colorOn
--                    cbg = UI.cbutOn
--                    cbg = UI.cbutOn
--                    cbg = im.ImVec4(0,0.4,0.3,1)
                    cbg = im.ImVec4(0.5, 1, 0.8, 0.2)
--                    cbg = im.ImVec4(0,0.4,0.3,1)
                    cbg = im.ImVec4(0.5, 1, 0.8, 0.2)
--                    cbg = im.ImVec4(1, 0.7, 0.8, 0.2)
                    cbg = im.ImVec4(0.5, 1, 0.8, 0.2)
--                    cbg = im.ImVec4(1, 0.7, 0.8, 0.2)
                else
--                im.SetCursorPosY(im.GetCursorPosY() + 16)
                UI.buttonImg('reset', 'refresh', im.ImVec2(30, 30), im.ImVec4(0.5, 0.7, 0.5, 1), nil, nil, im.ImVec2(0, -6))
--[[
                if editor.uiIconImageButton(editor.icons.refresh,
                    im.ImVec2(24, 24), im.ImVec4(0.5, 0.7, 0.5, 1),
                    nil, nil, 'MultiSelectButton') then
@/lua/ge/extensions/flowgraph/nodes/util/customLua.lua

  if editor.uiIconImageButton(editor.icons.save, im.ImVec2(20, 20), customNodes[self.name] and im.ImVec4(1,0.6,0.6,1)) then
    local data = self:__onSerialize()
    if self.status[code] then
      editor.uiIconImage(editor.icons.error, im.ImVec2(20, 20), im.ImVec4(1,0,0,1))
      ui_flowgraph_editor.tooltip(self.status[code])
    else
      editor.uiIconImage(editor.icons.check, im.ImVec2(20, 20), im.ImVec4(0,1,0,1))
      ui_flowgraph_editor.tooltip("All good!")
@/lua/ge/extensions/editor/assetBrowser.lua
    local col = var.typeColors[asset.type]
    return im.GetColorU322(im.ImVec4(col[1],col[2],col[3],1))
  else
    editor.logWarn(logTag .. "No suitable color for type '" .. asset.type .. "'. Using default color.")
    return im.GetColorU322(im.ImVec4(1,1,1,1))
  end
  local cPosX = im.GetCursorPosX()
  im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0, 0, 0))
  if editor.uiIconImageButton(subFolderArrowIcon, var.iconSize, im.ImVec4(1, 1, 1, 1), nil) then
  im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0, 0, 0))
  if editor.uiIconImageButton(subFolderArrowIcon, var.iconSize, im.ImVec4(1, 1, 1, 1), nil) then
    var.savedSearchesOpen = not var.savedSearchesOpen
  local hasSubDirs = dir.dirs and #dir.dirs > 0 or false
  im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0, 0, 0))
  if not hasSubDirs then im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0, 0, 0)) end
  im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0, 0, 0))
  if not hasSubDirs then im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0, 0, 0)) end
  local subFolderArrowIcon = dir.open and editor.icons.keyboard_arrow_down or editor.icons.keyboard_arrow_right
  local cPosX = im.GetCursorPosX()
  if editor.uiIconImageButton(subFolderArrowIcon, var.iconSize, hasSubDirs and im.ImVec4(1, 1, 1, 1) or im.ImVec4(0, 0, 0, 0), nil) then
    if hasSubDirs then
  local cPosX = im.GetCursorPosX()
  if editor.uiIconImageButton(subFolderArrowIcon, var.iconSize, hasSubDirs and im.ImVec4(1, 1, 1, 1) or im.ImVec4(0, 0, 0, 0), nil) then
    if hasSubDirs then
          var.newFolderMessages['folderExists'] = {
            color = im.ImVec4(1, 0.8, 0, 1),
            text = "Folder already exists!"
        im.SetCursorPos(im.ImVec2(cpos.x-var.style.WindowPadding.x-var.minThumbnailSize, cpos.y))
        im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0.1))
        if editor.uiIconImageButton(file.open == true
  local uiScaling = editor.getPreference("ui.general.scale") or defaultUiScale
  im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
  local open_popup = editor.uiIconImageButton(editor.icons.star, im.ImVec2(var.inputFieldSize / uiScaling, var.inputFieldSize / uiScaling), editor.color.gold.Value, nil, nil, "SaveFilterDropdownButton")
  local uiScaling = editor.getPreference("ui.general.scale") or defaultUiScale
  im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
  local open_popup = editor.uiIconImageButton(editor.icons.ab_filter_by_type, im.ImVec2(var.inputFieldSize / uiScaling, var.inputFieldSize / uiScaling), nil, nil, nil, "FilterDropdownButton")
    -- Show/Hide tree view button
    im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
    if editor.uiIconImageButton((var.options.treeView == true) and editor.icons.ab_tree_view_open or editor.icons.ab_tree_view_closed, iconSize) then
      -- Restore filter settings button.
      im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
      if editor.uiIconImageButton(editor.icons.settings_backup_restore, iconSize, nil, nil, nil, "RestoreFilter") then
@/lua/ge/extensions/editor/shapeEditor.lua
        if lodBrokenMesh then
          im.TextColored(im.ImVec4(1,0.1,0.1,1), "Broken/Invalid mesh !")
          if shapePrev.dumpTSShapeInfo and im.Button("dumpShapeInfo") then
@/lua/ge/extensions/gameplay/drift/sounds.lua
    if im.Begin("Drift audio") then
      im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.1, 0.1, 1))
        im.TextWrapped("-This is *not* a 1 to 1 simulation, many things are wrong.")
@/lua/ge/extensions/flowgraph/nodes/scene/raceLineParking.lua
end
local colorWhite = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local cRed   = im.GetColorU322(im.ImVec4(1, 0.5, 0.5, 0.5))
local colorWhite = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local cRed   = im.GetColorU322(im.ImVec4(1, 0.5, 0.5, 0.5))
local cGreen = im.GetColorU322(im.ImVec4(0.5, 1, 0.5, 0.5))
local cRed   = im.GetColorU322(im.ImVec4(1, 0.5, 0.5, 0.5))
local cGreen = im.GetColorU322(im.ImVec4(0.5, 1, 0.5, 0.5))
local cYellow = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.5))
local cGreen = im.GetColorU322(im.ImVec4(0.5, 1, 0.5, 0.5))
local cYellow = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.5))
local aL, bL = im.ImVec2(0,0), im.ImVec2(0,0)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/pathDefaultStartTransform.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/missionEditor/general.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local noTranslation = "No Translation found!"
@/lua/ge/extensions/flowgraph/nodes/gameplay/groundmarkers.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/util/groundModelDebug.lua
        local cf = groundModels[k].color
        local col = im.GetColorU322(im.ImVec4(cf[0], cf[1], cf[2], 1))
        im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), p1, p2, col)
        --   local p2 = im.ImVec2(p1.x + weight, p1.y + textLineHeight)
        --   local col = im.GetColorU322( im.ImVec4(0.65, 0.2, 0.2, 1))
        --   im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), p1, p2, col)
@/lua/ge/extensions/flowgraph/nodes/gameplay/canEnterFromWalking.lua
  if gameplay_walk then
    editor.uiIconImage(editor.icons.simobject_bng_vehicle, im.ImVec2(40, 40), (gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and gameplay_walk.isAtParkingSpeed()) and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
  end
  if gameplay_walk then
    editor.uiIconImage(editor.icons.simobject_bng_vehicle, im.ImVec2(40, 40), (gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and gameplay_walk.isAtParkingSpeed()) and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
  end
@/lua/ge/extensions/editor/flowgraph/events.lua
C.windowDescription = 'Event Log'
local colWhite = im.ImVec4(1,1,1,1)
local logColors = {
local logColors = {
  D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
local logColors = {
  D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
local logColors = {
  D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
local logColors = {
  D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
local logColors = {
  D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
local logColors = {
  D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
@/lua/ge/extensions/flowgraph/builder.lua
  self.CurrentStage = 'invalid'
  self.HeaderColor = im.ImVec4(0,0,0,0)
  self.NodeRect = nil -- rect
  self.headerTexture = imu.texObj('art/imgui_node_header_alt.png')
  ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBorder, im.ImVec4(0, 0, 0, 0.2))

  ui_flowgraph_editor.PushStyleVar4(ui_flowgraph_editor.StyleVar_NodePadding, im.ImVec4(4,4,4,4))

        im.ImDrawList_AddLine(im.GetWindowDrawList(), a, b, im.GetColorU322(im.ImVec4(0, 0, 0, 0.38 * (alpha / 2)), 1)) -- (alpha / 3)
      end
    if self.drawDebug then
      if self.NodeRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.NodeRect.top_left(), self.NodeRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 0, 1))) end
      if self.HeaderRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.HeaderRect.top_left(), self.HeaderRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 1, 0, 1))) end
      if self.NodeRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.NodeRect.top_left(), self.NodeRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 0, 1))) end
      if self.HeaderRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.HeaderRect.top_left(), self.HeaderRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 1, 0, 1))) end
      if self.ContentRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.ContentRect.top_left(), self.ContentRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 0, 1, 1))) end
      if self.HeaderRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.HeaderRect.top_left(), self.HeaderRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 1, 0, 1))) end
      if self.ContentRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.ContentRect.top_left(), self.ContentRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 0, 1, 1))) end
    end
      if self.leftPinSize then
      --  im.ImDrawList_AddRect(im.GetWindowDrawList(), im.ImVec2(self.ContentRect.x + self.leftPinSize, self.ContentRect.y), im.ImVec2(self.ContentRect.x + self.leftPinSize, self.ContentRect.y + self.ContentRect.h), im.GetColorU322(im.ImVec4(1, 1, 1, 0.2)))
      end
      if self.rightPinSize then
      --  im.ImDrawList_AddRect(im.GetWindowDrawList(), im.ImVec2(self.ContentRect.x + self.ContentRect.w - self.rightPinSize, self.ContentRect.y), im.ImVec2(self.ContentRect.x + self.ContentRect.w - self.rightPinSize, self.ContentRect.y + self.ContentRect.h), im.GetColorU322(im.ImVec4(1,1,1, 0.2)))
      end
    if self.drawDebug then
      im.ImDrawList_AddRect(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0.25, 0, 1)))
    end
    if self.drawDebug then
      im.ImDrawList_AddRect(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 0.25, 1)))
    end
      local itemRect = GetItemRect()
      im.ImDrawList_AddRect(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 1, 1)))
    end
    --if self.drawDebug then
    --  im.ImDrawList_AddRect(im.GetWindowDrawList(), tempRect.top_left(), tempRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 1, 1)))
    --end
    --if self.drawDebug then
    --  im.ImDrawList_AddRect(im.GetWindowDrawList(), tempRect.top_left(), tempRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 1, 1)))
    --end
      local tempRect = GetItemRect()
      im.ImDrawList_AddRect(im.GetWindowDrawList(), tempRect.top_left(), tempRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 0, 1)))
    end
    local rMax = im.GetItemRectMax()
    local col = im.GetColorU322(im.ImVec4(1, 0, 0, 0.4))
    --im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), rMin, rMax, col)
    local rMax = im.GetItemRectMax()
    local col = im.GetColorU322(im.ImVec4(0.6, 0.9, 0, 0.4))
    im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), rMin, rMax, col)
@/lua/ge/extensions/editor/roadEditor.lua
local fieldsCopy = nil
local differentValuesColor = im.ImVec4(1, 0.2, 0, 1)
    im.Text("Cannot select Road!")
    im.TextColored(im.ImVec4(1, 1, 0, 1), "Select and edit not allowed when road is inside packed prefab!")
    if im.Button("OK") then
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceRecoveryUsed.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/gameplay/missionTypes/targetjump/customNodes/CreateZoneStringNode.lua
C.description = "Creates string for startScreen from sites data."
C.color = im.ImVec4(0.03, 0.3, 0.84, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/rallyEditor/pacenotes/structuredForm.lua
      file_exists = true
      voicePlayClr = im.ImVec4(1, 1, 1, 1)
      tooltipStr = "\""..noteText[i].."\"\nPlay pacenote audio file:\n"..fname
      file_exists = false
      voicePlayClr = im.ImVec4(1, 0, 0, 1.0)
      tooltipStr = "\""..noteText[i].."\"\nPacenote audio file not found:\n"..fname

  if editor.uiIconImageButton(editor.icons.folder_open, im.ImVec2(20, 20), im.ImVec4(1, 1, 1, 1)) then
    Engine.Platform.exploreFolder(path.dirname(fnames[1]))

  if editor.uiIconImageButton(editor.icons.content_copy, im.ImVec2(20, 20), im.ImVec4(1, 1, 1, 1)) then
    im.SetClipboardText(path.dirname(fnames[1]))

  local regenClr = im.ImVec4(1, 1, 1, 1)
  local tooltipText = "Delete pacenote's audio files, allowing them to be regenerated.\nOnly applies to Freeform and StructuredOnline audio modes."
  if not pacenote:canDeleteAudioFiles() then
    -- regenClr = im.ImVec4(0.5, 0.5, 0.5, 1)
    -- tooltipText = "Audio files cannot be deleted for this pacenote.\nOnly files for Freeform and StructuredOnline audio modes can be deleted."
  im.SameLine()
  im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
  im.tooltip(cautionTooltip)
@/lua/ge/extensions/editor/dynamicDecalsTool.lua
  local beforeCPos = im.GetCursorPos()
  im.PushStyleColor2(im.Col_Button, nodeColor or im.ImVec4(1,102/255, 0, 0.2))
  local buttonHeight = math.ceil(im.GetFontSize()) + imguiStyle.FramePadding.y
      im.SetCursorPos(im.ImVec2(beforeCPos.x + headerWidth + k * (imguiStyle.ItemSpacing.x) + (k - 1) * buttonHeight, beforeCPos.y))
      if editor.uiIconImageButton(button.icon, im.ImVec2(buttonHeight, buttonHeight), nil, nil, nodeColor or im.ImVec4(1,102/255, 0, 0.2), string.format("SectionButton_%s_%d", section.name, k)) then
        button.fn()
  local nodeColorTbl = editor.getPreference("dynamicDecalsTool.general.advancedSectionsNodeColor")
  local nodeColor = im.ImVec4(nodeColorTbl[1], nodeColorTbl[2], nodeColorTbl[3], nodeColorTbl[4])
  for _, section in ipairs(sections) do
    local nodeColorTbl = editor.getPreference("dynamicDecalsTool.general.sectionsNodeColor")
    local nodeColor = im.ImVec4(nodeColorTbl[1], nodeColorTbl[2], nodeColorTbl[3], nodeColorTbl[4])
    for _, section in ipairs(sections) do
@/lua/ge/extensions/editor/dragRaceEditor/constants.lua
    YELLOW = ColorF(1, 1, 0, 0.8),
    SUCCESS = im.ImVec4(0.0, 1.0, 0.0, 1.0),
    WARNING = im.ImVec4(1.0, 1.0, 0.0, 1.0),
    SUCCESS = im.ImVec4(0.0, 1.0, 0.0, 1.0),
    WARNING = im.ImVec4(1.0, 1.0, 0.0, 1.0),
    ERROR = im.ImVec4(1.0, 0.0, 0.0, 1.0)
    WARNING = im.ImVec4(1.0, 1.0, 0.0, 1.0),
    ERROR = im.ImVec4(1.0, 0.0, 0.0, 1.0)
  },
@/lua/ge/extensions/flowgraph/nodes/gameplay/countdown.lua
--C.category = 'repeat'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/core/groundMarkerArrows.lua
        else
          im.TextColored(im.ImVec4(1,0,0,1), "Missing Proxy!")
        end
@/lua/ge/extensions/editor/fileDialog.lua

  im.Image(getTempTextureObj().texId, im.ImVec2(sizex, sizex), nil, nil, nil, im.ImVec4(1,1,1,1))
end
      end
      im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
      if editor.uiIconImageButton(editor.icons.arrow_upward, im.ImVec2(25 * im.uiscale[0], 25 * im.uiscale[0])) then
@/lua/ge/extensions/flowgraph/nodes/activity/attemptVehicle.lua
C.name = 'Activity Attempt Vehicle'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Processes a vehicle for the activity attempt."
@/lua/ge/extensions/editor/api/gui.lua

local textHighlightColor = imgui.ImVec4(1, 1, 0, 1)
    if id then imgui.PushID1(id) end
    imgui.PushStyleColor2(imgui.Col_Button, imgui.ImVec4(0,0,0,0))
    if not backgroundCol then backgroundCol = imgui.GetStyleColorVec4(imgui.Col_Button) end
  local frame = imgui.GetStyleColorVec4(imgui.Col_FrameBg)
  local bgcol = imgui.ImVec4(frame.x, frame.y, frame.z, frame.w)
  bgcol.w = bgcol.w * 0.6 --because of reasons
local function uiColorEdit8(label, col, flags, editEnded)
  if imgui.ColorButton(label..'clrButton', imgui.ImVec4(col.clr[0], col.clr[1], col.clr[2], col.clr[3]), flags) then
    imgui.OpenPopup(label..'##colorEdit8')
local tempVec3 = vec3(0,0,0)
local tempImVec4 = imgui.ImVec4(0,0,0,0)

local defaultAlternateRowsColors = { imgui.ImVec4(48/255,48/255,48/255,0.6), imgui.ImVec4(0,0,0,0) }

local defaultAlternateRowsColors = { imgui.ImVec4(48/255,48/255,48/255,0.6), imgui.ImVec4(0,0,0,0) }
@/lua/ge/extensions/editor/util/editorElementHelper.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
local hoveredElement
local defaultColors = {
  default = im.ImVec4(1,0.6,0,8,0.75),
  orange = im.ImVec4(1,0.6,0,8,0.75),
  default = im.ImVec4(1,0.6,0,8,0.75),
  orange = im.ImVec4(1,0.6,0,8,0.75),
  red = im.ImVec4(1,0,0,8,0.75),
  orange = im.ImVec4(1,0.6,0,8,0.75),
  red = im.ImVec4(1,0,0,8,0.75),
  green = im.ImVec4(0,1,0,0.75),
  red = im.ImVec4(1,0,0,8,0.75),
  green = im.ImVec4(0,1,0,0.75),
  blue = im.ImVec4(0,0,1,0.75),
  green = im.ImVec4(0,1,0,0.75),
  blue = im.ImVec4(0,0,1,0.75),
  white = im.ImVec4(1,1,1,0.75),
  blue = im.ImVec4(0,0,1,0.75),
  white = im.ImVec4(1,1,1,0.75),
  black = im.ImVec4(0,0,0,0.75),
  white = im.ImVec4(1,1,1,0.75),
  black = im.ImVec4(0,0,0,0.75),
}
local function decoTextDraw(e, ctd) im.Columns(2) im.SetColumnWidth(0,columnWidth) im.Dummy(im.ImVec2(1,1)) im.NextColumn() im.TextWrapped(e.text) if e.tooltip then im.tooltip(e.tooltip) end im.Columns(1) end
local separatorColor = im.GetColorU322(im.ImVec4(1,1,1,0.5))
local separatorDummySize = im.ImVec2(0,5)
@/lua/ge/extensions/flowgraph/nodes/activity/activityStop.lua
C.name = 'Finish Mission'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Stops the current mission."
@/lua/ge/extensions/editor/flowgraph/examples.lua
C.arrowControllable = true
local matchColor = im.ImVec4(1,0.5,0,1)
@/lua/ge/extensions/editor/missionEditor/careerSetup.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
-- style helper
local noTranslation = "No Translation found!"
local grayColor = im.ImVec4(0.6,0.6,0.6,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local grayColor = im.ImVec4(0.6,0.6,0.6,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local greenColor = im.ImVec4(0.2,1,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local greenColor = im.ImVec4(0.2,1,0.2,1)
@/lua/ge/extensions/gameplay/drift/drift.lua
        for _, historyData in pairs(debugHistories) do
          im.PushStyleColor2(im.Col_Text, im.ImVec4(historyData.color[1], historyData.color[2], historyData.color[3], historyData.color[4]))
          im.TextWrapped(historyData.name)
@/lua/ge/extensions/gameplay/rally/loop/speedingDetector.lua
  if self.strictMode then
    im.TextColored(im.ImVec4(1, 0.3, 0.3, 1), string.format("STRICT MODE (max %d kph over, %.1f%% prob)", self.strictMaxSpeedOver, self.strictMaxProbability * 100))
  end
    local isSpeeding = self.currentLimitKph and avgSpeed > self.currentLimitKph
    local color = isSpeeding and im.ImVec4(1, 0.2, 0.2, 1) or im.ImVec4(1, 1, 1, 1)
    im.TextColored(color, string.format("Average Speed: %.1f kph", avgSpeed))
    local isSpeeding = self.currentLimitKph and avgSpeed > self.currentLimitKph
    local color = isSpeeding and im.ImVec4(1, 0.2, 0.2, 1) or im.ImVec4(1, 1, 1, 1)
    im.TextColored(color, string.format("Average Speed: %.1f kph", avgSpeed))
  else
    im.TextColored(im.ImVec4(1, 1, 1, 1), "Average Speed: N/A")
  end
      local isPenaltyReady = self.timeSinceLastPenalty >= self.penaltyRateLimit
      local probColor = isPenaltyReady and im.ImVec4(1, 0.6, 0.2, 1) or im.ImVec4(0.5, 0.5, 0.5, 1)
      local statusText = isPenaltyReady and "" or " (RATE LIMITED)"
      local isPenaltyReady = self.timeSinceLastPenalty >= self.penaltyRateLimit
      local probColor = isPenaltyReady and im.ImVec4(1, 0.6, 0.2, 1) or im.ImVec4(0.5, 0.5, 0.5, 1)
      local statusText = isPenaltyReady and "" or " (RATE LIMITED)"
  else
    im.TextColored(im.ImVec4(0.3, 1, 0.3, 1), "Penalty Ready")
  end
        local color = (self.currentLimitKph and sample > self.currentLimitKph) and {1, 0.3, 0.3, 1} or {1, 1, 1, 1}
        im.TextColored(im.ImVec4(color[1], color[2], color[3], color[4]), string.format("  [%d] %.1f kph", i + 1, sample))
      end
@/lua/ge/extensions/editor/scriptAIManager.lua
          local p2 = im.ImVec2(graphPos.x + cw - spacing.x * 2 - 12, graphPos.y + textLineHeight)
          local col = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1))
          -- the background
            p2 = im.ImVec2(graphPos.x + (perc * cwGraph), graphPos.y + barheight )
            col = im.GetColorU322(im.ImVec4(0, 1, 0, 1))
            if vi.isSleeping then
            if vi.isSleeping then
              col = im.GetColorU322(im.ImVec4(1, 0, 0, 1))
            end
            p2 = im.ImVec2(graphPos.x + (perc * cwGraph), graphPos.y + barheight * 2)
            col = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
            if p2.x > p1.x then
                  local p2 = im.ImVec2(graphPos.x + x, graphPos.y + textLineHeight)
                  col = im.GetColorU322(im.ImVec4( 1, 0, 0, math.min(math.abs(ys), 1)))
                  im.ImDrawList_AddLine(dl, p1, p2, col, 1)
@/lua/ge/extensions/editor/flowgraph/variables.lua

local separatorColor = im.ImVec4(1,1,1,0.3)
local valueTextColor = im.ImVec4(1,1,1,0.7)
local separatorColor = im.ImVec4(1,1,1,0.3)
local valueTextColor = im.ImVec4(1,1,1,0.7)
local highlightColor = im.ImVec4(1,0.5,0,1)
local valueTextColor = im.ImVec4(1,1,1,0.7)
local highlightColor = im.ImVec4(1,0.5,0,1)
local imVec24x24 = im.ImVec2(24,24)
local imVec24x24 = im.ImVec2(24,24)
local imVec4Red = im.ImVec4(1,0.3,0.3,0.7)
local imVec4Green = im.ImVec4(0.3,1,0.3,0.7)
local imVec4Red = im.ImVec4(1,0.3,0.3,0.7)
local imVec4Green = im.ImVec4(0.3,1,0.3,0.7)

local localColor = im.ImVec4(1,0.8,0.6,0.75)
local globalColor = im.ImVec4(1,0.6,0.8,0.75)
local localColor = im.ImVec4(1,0.8,0.6,0.75)
local globalColor = im.ImVec4(1,0.6,0.8,0.75)
local scale = 1
@/lua/ge/extensions/editor/missionEditor/previewChecker.lua
local imVec24x24 = im.ImVec2(24,24)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
function C:draw()
@/gameplay/missionTypes/targetjump/customNodes/DrawSitesNode.lua
C.description = "Draws zones from the zones file."
C.color = im.ImVec4(0.03, 0.3, 0.84, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceHighscoresComplete.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/ui/console.lua
local logsLimit = 1000
local colors = {D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1)}
local iconColors = {D = im.ImColorByRGB(32,196,255,255), I = im.ImColorByRGB(96,255,96,255), W = im.ImColorByRGB(255,255,0,255), E = im.ImColorByRGB(255,64,64,255)}
local logsLimit = 1000
local colors = {D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1)}
local iconColors = {D = im.ImColorByRGB(32,196,255,255), I = im.ImColorByRGB(96,255,96,255), W = im.ImColorByRGB(255,255,0,255), E = im.ImColorByRGB(255,64,64,255)}
local logsLimit = 1000
local colors = {D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1)}
local iconColors = {D = im.ImColorByRGB(32,196,255,255), I = im.ImColorByRGB(96,255,96,255), W = im.ImColorByRGB(255,255,0,255), E = im.ImColorByRGB(255,64,64,255)}
local logsLimit = 1000
local colors = {D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1)}
local iconColors = {D = im.ImColorByRGB(32,196,255,255), I = im.ImColorByRGB(96,255,96,255), W = im.ImColorByRGB(255,255,0,255), E = im.ImColorByRGB(255,64,64,255)}
      if type(t.errors) == 'number' and t.errors > 0 then
        im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), tostring(t.errors) .. 'E ')
        --im.SameLine()
      if type(t.warnings) == 'number' and t.warnings > 0 then
        im.TextColored(im.ImVec4(1.0, 1.0, 0.0, 1.0), tostring(t.warnings) .. 'W')
      end
      im.SameLine()
      im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), tostring(filterErr) )
      im.PopStyleColor()
      --   else
      --     local lcol = colors[l[2]] or im.ImVec4(1,1,1,1)
      --     local f = levelFilter[l[2]]
      --   else
      --     local lcol = colors[l[2]] or im.ImVec4(1,1,1,1)
      --     for i,v in ipairs(l) do
      --   else
      --     local lcol = colors[l[2]] or im.ImVec4(1,1,1,1)
      --     for i,v in ipairs(l) do
          else
            local lcol = colors[l[2]] or im.ImVec4(1,1,1,1)
            for i,v in ipairs(l) do
@/lua/ge/extensions/editor/gen/lib/ui.lua

local colorOn = im.ImVec4(0.5, 0.7, 0.5, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local colorOn = im.ImVec4(0.5, 0.7, 0.5, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local bgActive = im.ImVec4(0.3, 0.3, 0.3, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local bgActive = im.ImVec4(0.3, 0.3, 0.3, 1)
M.colorNav = im.ImVec4(0.4, 0.6, 0.8, 1)
local bgActive = im.ImVec4(0.3, 0.3, 0.3, 1)
M.colorNav = im.ImVec4(0.4, 0.6, 0.8, 1)
M.colorOff = colorOff
M.colorOff = colorOff
M.cbutOff = im.ImVec4(0.5, 0.5, 0.5, 0.3)
M.cbutOn = im.ImVec4(1, 1, 1, 0.7)
M.cbutOff = im.ImVec4(0.5, 0.5, 0.5, 0.3)
M.cbutOn = im.ImVec4(1, 1, 1, 0.7)
M.buttonTxt = function(key, txt, dim, c, cbg, shift, center)
    if not c then c = im.ImVec4(0.8, 0.8, 0.8, 1) end
    local sz = im.CalcTextSize(txt)
    if cbg and type(cbg) == 'table' then
        cbg = im.ImVec4(cbg[1], cbg[2], cbg[3], cbg[4])
    end
	if editor.uiIconImageButton(editor.icons.forest_select,
	    dim, im.ImVec4(0.0, 0.0, 0.0, 0), nil, cbg, 'MultiSelectButton') then
		if c == colorOff then return end
--    if dicon[src] and editor.uiIconImageButton(editor.icons.forest_select,
        dim, im.ImVec4(0.0, 0.0, 0.0, 0),
        nil, cbg, 'MultiSelectButton') then
            c,
            im.ImVec4(0.6, 1.0, 0.0, 0.01))
        im.SetCursorPos(scur)
	if not htree then return end
--    local cbg = im.GetColorU322(im.ImVec4(0.8, 0.4, 0.1, 1))
    local padding = 1
--    local cbg = im.GetColorU321(im.Col_FrameBg)
    local cbg = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 0.8)) --im.GetColorU321(im.ImVec4(0.3, 0.3, 0.3, 1)) -- im.Col_FrameBg)
	for i,row in pairs(htree) do
--    local cbg = im.GetColorU321(im.Col_FrameBg)
    local cbg = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 0.8)) --im.GetColorU321(im.ImVec4(0.3, 0.3, 0.3, 1)) -- im.Col_FrameBg)
	for i,row in pairs(htree) do
					topLeft.y = topLeft.y + cur.y
--                        local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
					local color = im.GetColorU321(im.Col_FrameBg)
@/lua/ge/extensions/editor/missionPlaybook/attributeViewer.lua
local im = ui_imgui
local colorRed, colorGreen = im.ImVec4(1,0.6,0.6,1), im.ImVec4(0.6,1,0.6,1)
local toolWindowName = "Playbook Attribute Viewer"
local im = ui_imgui
local colorRed, colorGreen = im.ImVec4(1,0.6,0.6,1), im.ImVec4(0.6,1,0.6,1)
local toolWindowName = "Playbook Attribute Viewer"
@/lua/ge/extensions/flowgraph/nodes/activity/missionAttemptStars.lua
C.name = 'Mission Attempt Stars'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Adds fulfilled stars to an attempt via the constructor"
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceCpLapChange.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/types/setVariable.lua
C.tags = {'set', 'write'}
C.color = im.ImVec4(1,0.8,0.6,0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.color = im.ImVec4(1,0.8,0.6,0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.globalColor = im.ImVec4(1,0.6,0,8,0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.globalColor = im.ImVec4(1,0.6,0,8,0.75)
C.description = 'Sets a variable.'
@/lua/ge/extensions/flowgraph/nodes/activity/getProgress.lua
C.name = 'Get Progress'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Shows the aggregated progress for the current progressKey."
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceRecoveryAvailable.lua

C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/mission/prepareVehicle.lua
C.description = "Automatically sets vehicle electrics and values with regards to the gameplay environment."
C.color = im.ImVec4(0.13, 0.3, 0.64, 0.75)
C.category = 'once_instant'
@/lua/ge/extensions/flowgraph/nodes/activity/starsActive.lua
C.name = 'Stars Active'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Lets flow through if stars with specific keys are active. Only lets flow through if this mission is played in career."
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAdjustableTechCarTuner.lua

local whiteColor = im.GetColorU322(im.ImVec4(1, 1, 1, 1), 1)
@/lua/ge/extensions/editor/flowgraph/history.lua
C.windowDescription = 'History'
local disabledColor = im.ImVec4(0.5,0.5,0.5,1)
@/lua/ge/extensions/editor/missionEditor/progressMulti.lua
    local color = colors[colorName]
    colorCache[colorName] = im.ImVec4(color[1], color[2], color[3], 1)
  end
@/lua/ge/extensions/editor/flowgraph/overview.lua
  --im.SameLine()
  --im.TextColored(im.ImVec4(1,0.6,0,1), '[' .. tostring(tableSize(graph.nodes)) .. ']')
  --selectThisGraph = selectThisGraph or im.IsItemClicked()
          im.SameLine()
          im.TextColored(im.ImVec4(1,0.6,0,1), " [Node]")
    im.Separator()
    im.TextColored(im.ImVec4(0.8,0.8,1,1), "Graphs")
    im.BeginChild1("overviewchild###")
        im.Separator()
        im.TextColored(im.ImVec4(0.8,0.8,1,1), "Macros")