Definition
-- @/lua/common/extensions/ui/imgui_custom_luaintf.lua:251
function M.tooltip(message)
if M.IsItemHovered() then
M.SetTooltip(message)
end
end
Callers
@/lua/ge/extensions/editor/sensorConfigurationEditor.lua
end
im.tooltip('Remove this vehicle from scene.')
end
end
im.tooltip('Go to the selected vehicle.')
im.SameLine()
end
im.tooltip('Open the attached sensors window for this vehicle.')
im.NextColumn()
end
im.tooltip('Remove this sensor from the configuration.')
im.SameLine()
end
im.tooltip('Edit the selected sensor.')
else
end
im.tooltip(config.tooltip)
end
end
im.tooltip('Toggle between Edit and Live modes.')
im.NextColumn()
end
im.tooltip('Add a Camera Sensor to the configuration.')
im.SameLine()
end
im.tooltip('Add a LiDAR Sensor to the configuration.')
im.SameLine()
end
im.tooltip('Add an Ultrasonic Sensor to the configuration.')
im.SameLine()
end
im.tooltip('Add a RADAR Sensor to the configuration.')
im.SameLine()
end
im.tooltip('Add an IMU Sensor to the configuration.')
im.SameLine()
end
im.tooltip('Add a GPS Sensor to the configuration.')
end
im.tooltip('Add an Ideal RADAR Sensor to the configuration (only one per vehicle).')
im.SameLine()
end
im.tooltip('Add a Roads Sensor to the configuration (only one per vehicle).')
im.SameLine()
end
im.tooltip('Add a Powertrain Sensor to the configuration (only one per vehicle).')
im.SameLine()
end
im.tooltip('Add a Mesh Sensor to the configuration (only one per vehicle).')
im.SameLine()
end
im.tooltip('Save the current sensor configuration, for this vehicle, to disk.')
im.SameLine()
end
im.tooltip('Load a sensor configuration, for this vehicle, from disk.')
im.InputFloat("[X-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the X-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Y-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Y-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Z-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Z-Axis, relative to vehicle center.')
im.PopItemWidth()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (with wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (without wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the front axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the rear axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle front bumper midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle rear bumper midpoint.')
im.InputInt("Horizontal Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the horizontal resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputInt("Vertical Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the vertical resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputFloat("Field Of View ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip('Set the field of view of the sensor.')
im.PopItemWidth()
im.InputFloat("Near Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the near plane distance of the sensor (min depth cutoff).')
im.PopItemWidth()
im.InputFloat("Far Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the far plane distance of the sensor (max depth cutoff).')
im.PopItemWidth()
im.InputFloat("Sensor Refresh Rate ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.SliderFloat("Update Priority [0, 1]", uiVal, 0.0, 1.0, "%.3f")
im.tooltip('The update priority of the sensor [0 = highest, 1 = lowest]. This is used for GPU scheduling')
im.PopItemWidth()
im.Checkbox("Render Color Image", uiVal)
im.tooltip('Toggle whether to include the colour image in output.')
sensor.renderColours = uiVal[0]
im.Checkbox("Render Class Annotations", uiVal)
im.tooltip('Toggle whether to include class annotations (segmentation) in output.')
sensor.renderAnnotations = uiVal[0]
im.Checkbox("Render Instance Annotations", uiVal)
im.tooltip('Toggle whether to include instance annotations (segmentation) in output.')
sensor.renderInstance = uiVal[0]
im.Checkbox("Render Depth Image", uiVal)
im.tooltip('Toggle whether to include the depth image in output.')
sensor.renderDepth = uiVal[0]
im.Checkbox("Visualise On Map", uiVal)
im.tooltip('Toggle whether to visualise the sensor, or not.')
sensor.isVisualised = uiVal[0]
im.Checkbox("Snap To Vehicle", uiVal)
im.tooltip('Toggle whether to snap the sensor to the vehicle mesh, on creation.')
sensor.isSnappingDesired = uiVal[0]
end
im.tooltip("Set the LiDAR to operate in 'Full 360 Degrees' mode.")
im.SameLine()
end
im.tooltip("Set the LiDAR to operate in 'LFO' (low-frequency rotation) mode.")
im.SameLine()
end
im.tooltip("Set the LiDAR to operate in 'Static' (no rotation) mode.")
im.SameLine()
im.InputFloat("[X-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the X-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Y-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Y-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Z-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Z-Axis, relative to vehicle center.')
im.PopItemWidth()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (with wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (without wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the front axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the rear axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle front bumper midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle rear bumper midpoint.')
im.InputInt("Vertical Resolution ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the number of vertical resolution levels.')
im.PopItemWidth()
im.InputFloat("Vertical Field Of View ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip('Set the vertical field of view, in degrees.')
im.PopItemWidth()
im.InputFloat("Horizontal Field Of View ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip('Set the horizontal field of view, in degrees.')
im.PopItemWidth()
im.InputInt("Rotation Frequency (Hz) ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the rotation frequency, in Hz.')
im.PopItemWidth()
im.InputFloat("Max Detection Range ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the sensor maximum detection range, in meters.')
im.PopItemWidth()
im.InputFloat("Sensor Refresh Rate ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.SliderFloat("Update Priority [0, 1]", uiVal, 0.0, 1.0, "%.3f")
im.tooltip('The update priority of the sensor [0 = highest, 1 = lowest]. This is used for GPU scheduling')
im.PopItemWidth()
im.Checkbox("Include Segmentation Data", uiVal)
im.tooltip('Toggle whether to include segmentation info (semantic annotations).')
sensor.isAnnotated = uiVal[0]
im.Checkbox("Visualise On Map", uiVal)
im.tooltip('Toggle whether to visualise the sensor, or not.')
sensor.isVisualised = uiVal[0]
im.Checkbox("Snap To Vehicle", uiVal)
im.tooltip('Toggle whether to snap the sensor to the vehicle mesh, on creation.')
sensor.isSnappingDesired = uiVal[0]
im.InputFloat("[X-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the X-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Y-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Y-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Z-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Z-Axis, relative to vehicle center.')
im.PopItemWidth()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (with wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (without wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the front axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the rear axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle front bumper midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle rear bumper midpoint.')
im.InputInt("Horizontal Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the horizontal resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputInt("Vertical Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the vertical resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputFloat("Field Of View ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip('Set the field of view of the sensor.')
im.PopItemWidth()
im.InputFloat("Near Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the near plane distance of the sensor (min depth cutoff).')
im.PopItemWidth()
im.InputFloat("Far Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the far plane distance of the sensor (max depth cutoff).')
im.PopItemWidth()
im.InputFloat("Range Roundness ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip("Set the 'roundness' of the beam shape.")
im.PopItemWidth()
im.InputFloat("Range Cutoff Sensitivity ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the sensitivity of the range cutoff.')
im.PopItemWidth()
im.InputFloat("Range Shape ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the shape across the beam range.')
im.PopItemWidth()
im.InputFloat("Range Focus ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the sharpness of the shape across the beam range.')
im.PopItemWidth()
im.InputFloat("Range Min Cutoff ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f m")
im.tooltip('Set the near plane, in meters.')
im.PopItemWidth()
im.InputFloat("Range Direct Max Cutoff ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f m")
im.tooltip('Set the far plane, in meters.')
im.PopItemWidth()
end
im.tooltip('Set preset beam shape: Triangular, 7m range.')
im.SameLine()
end
im.tooltip('Set preset beam shape: Thin bulb, 8m range.')
im.SameLine()
end
im.tooltip('Set preset beam shape: Ultra thin bulb, 8m range.')
im.SameLine()
end
im.tooltip('Set preset beam shape: Spherical, 5m range.')
im.SameLine()
end
im.tooltip('Set preset beam shape: Flat head bulb, 5m range.')
im.SameLine()
end
im.tooltip('Set preset beam shape: Tulip, 10m (long) range.')
im.InputFloat("Sensitivity ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f")
im.tooltip("Set the detection sensitivity.")
im.PopItemWidth()
im.InputInt("Window Width ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the width of the window used in processing the returns.')
im.PopItemWidth()
im.InputFloat("Sensor Refresh Rate ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.SliderFloat("Update Priority [0, 1]", uiVal, 0.0, 1.0, "%.3f")
im.tooltip('The update priority of the sensor [0 = highest, 1 = lowest]. This is used for GPU scheduling')
im.PopItemWidth()
im.Checkbox("Visualise On Map", uiVal)
im.tooltip('Toggle whether to visualise the sensor, or not.')
sensor.isVisualised = uiVal[0]
im.Checkbox("Snap To Vehicle", uiVal)
im.tooltip('Toggle whether to snap the sensor to the vehicle mesh, on creation.')
sensor.isSnappingDesired = uiVal[0]
im.InputFloat("[X-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the X-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Y-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Y-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Z-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Z-Axis, relative to vehicle center.')
im.PopItemWidth()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (with wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (without wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the front axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the rear axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle front bumper midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle rear bumper midpoint.')
im.InputInt("Horizontal Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the horizontal resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputInt("Vertical Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the vertical resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputFloat("Field Of View ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip('Set the field of view of the sensor.')
im.PopItemWidth()
im.InputFloat("Near Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the near plane distance of the sensor (min depth cutoff).')
im.PopItemWidth()
im.InputFloat("Far Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the far plane distance of the sensor (max depth cutoff).')
im.PopItemWidth()
im.InputFloat("Range Roundness ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip("Set the 'roundness' of the beam shape.")
im.PopItemWidth()
im.InputFloat("Range Cutoff Sensitivity ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the sensitivity of the range cutoff.')
im.PopItemWidth()
im.InputFloat("Range Shape ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the shape across the beam range.')
im.PopItemWidth()
im.InputFloat("Range Focus ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the sharpness of the shape across the beam range.')
im.PopItemWidth()
im.InputFloat("Range Min Cutoff ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f m")
im.tooltip('Set the near plane, in meters.')
im.PopItemWidth()
im.InputFloat("Range Direct Max Cutoff ###" .. tostring(ctr), uiVal, 1.0, nil, "%.4f m")
im.tooltip('Set the far plane, in meters.')
im.PopItemWidth()
end
im.tooltip('Set preset beam shape: Short Range (0.5m - 30m).')
im.SameLine()
end
im.tooltip('Set preset beam shape: Medium Range (1m - 70m).')
im.SameLine()
end
im.tooltip('Set preset beam shape: Long Range (10m - 250m).')
im.InputInt("Range Bins ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the number of bins to divide the data into, in the range dimension.')
im.PopItemWidth()
im.InputInt("Azimuth Bins ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the number of bins to divide the data into, in the azimuth dimension.')
im.PopItemWidth()
im.InputInt("Velocity Bins ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the number of bins to divide the data into, in the velocity dimension.')
im.PopItemWidth()
im.InputFloat("Min Range ###" .. tostring(ctr), uiVal, 1, nil, "%.2f")
im.tooltip("Set the minimum range to display in the data.")
im.PopItemWidth()
im.InputFloat("Max Range ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f")
im.tooltip("Set the maximum range to display in the data.")
im.PopItemWidth()
im.InputFloat("Min Velocity ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f")
im.tooltip("Set the minimum velocity to display in the data.")
im.PopItemWidth()
im.InputFloat("Max Velocity ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f")
im.tooltip("Set the maximum velocity to display in the data.")
im.PopItemWidth()
im.InputFloat("Azimuth Half-Angle ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip("Set the azimuth half-angle, used in data display.")
im.PopItemWidth()
im.InputFloat("Sensor Refresh Rate ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.SliderFloat("Update Priority [0, 1]", uiVal, 0.0, 1.0, "%.3f")
im.tooltip('The update priority of the sensor [0 = highest, 1 = lowest]. This is used for GPU scheduling')
im.PopItemWidth()
im.Checkbox("Visualise On Map", uiVal)
im.tooltip('Toggle whether to visualise the sensor, or not.')
sensor.isVisualised = uiVal[0]
im.Checkbox("Snap To Vehicle", uiVal)
im.tooltip('Toggle whether to snap the sensor to the vehicle mesh, on creation.')
sensor.isSnappingDesired = uiVal[0]
im.InputFloat("[X-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the X-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Y-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Y-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Z-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Z-Axis, relative to vehicle center.')
im.PopItemWidth()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (with wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (without wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the front axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the rear axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle front bumper midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle rear bumper midpoint.')
im.InputFloat("Sensor Update Time", uiVal, 0.01, 60.0, "%.3f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.InputFloat("Data Collect Time", uiVal, 0.1, 360.0, "%.3f s")
im.tooltip('Set the time between new batch data packets being made available to user.')
im.PopItemWidth()
im.InputFloat("Smoother Strength", uiVal, 0.0, 5.0, "%.1f")
im.tooltip('Set the strength of the smoothing of the accelerometer and gyroscopic data.')
im.PopItemWidth()
im.Checkbox("Include Gravity", uiVal)
im.tooltip('Toggle whether to include gravity in the readings, or not.')
sensor.isUsingGravity = uiVal[0]
im.Checkbox("Visualise On Map", uiVal)
im.tooltip('Toggle whether to visualise the sensor, or not.')
sensor.isVisualised = uiVal[0]
im.Checkbox("Snap To Vehicle", uiVal)
im.tooltip('Toggle whether to snap the sensor to the vehicle mesh, on creation.')
sensor.isSnappingDesired = uiVal[0]
im.Checkbox("Allow Wheel Nodes (On Snap)", uiVal)
im.tooltip('Toggle whether to allow attachment to wheel nodes, or not.')
sensor.isAllowWheelNodes = uiVal[0]
im.InputFloat("[X-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the X-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Y-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Y-Axis, relative to vehicle center.')
im.PopItemWidth()
im.InputFloat("[Z-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Z-Axis, relative to vehicle center.')
im.PopItemWidth()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (with wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the Center-Of-Gravity (without wheels included).')
im.SameLine()
end
im.tooltip('Re-position sensor at the front axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the rear axle midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle front bumper midpoint.')
im.SameLine()
end
im.tooltip('Re-position sensor at the vehicle rear bumper midpoint.')
im.InputFloat("Sensor Update Time", uiVal, 0.01, 60.0, "%.3f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.InputFloat("Data Collect Time", uiVal, 0.1, 360.0, "%.3f s")
im.tooltip('Set the time between new batch data packets being made available to user.')
im.PopItemWidth()
im.InputFloat("Origin Longitude", uiVal, 0.01, 359.9, "%.6f deg")
im.tooltip('Set the longitude of the origin position.')
im.PopItemWidth()
im.InputFloat("Origin Latitude", uiVal, 0.01, 359.9, "%.6f deg")
im.tooltip('Set the latitude of the origin position.')
im.PopItemWidth()
im.Checkbox("Visualise On Map", uiVal)
im.tooltip('Toggle whether to visualise the sensor, or not.')
sensor.isVisualised = uiVal[0]
im.Checkbox("Snap To Vehicle", uiVal)
im.tooltip('Toggle whether to snap the sensor to the vehicle mesh, on creation.')
sensor.isSnappingDesired = uiVal[0]
im.Checkbox("Allow Wheel Nodes (On Snap)", uiVal)
im.tooltip('Toggle whether to allow attachment to wheel nodes, or not.')
sensor.isAllowWheelNodes = uiVal[0]
im.InputFloat("Sensor Update Time", uiVal, 0.01, 60.0, "%.3f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.InputFloat("Data Collect Time", uiVal, 0.1, 360.0, "%.3f s")
im.tooltip('Set the time between new batch data packets being made available to user.')
im.PopItemWidth()
im.InputFloat("Sensor Update Time", uiVal, 0.01, 60.0, "%.3f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.InputFloat("Data Collect Time", uiVal, 0.1, 360.0, "%.3f s")
im.tooltip('Set the time between new batch data packets being made available to user.')
im.PopItemWidth()
im.InputFloat("Sensor Update Time", uiVal, 0.01, 60.0, "%.3f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.InputFloat("Data Collect Time", uiVal, 0.1, 360.0, "%.3f s")
im.tooltip('Set the time between new batch data packets being made available to user.')
im.PopItemWidth()
im.InputFloat("Sensor Update Time", uiVal, 0.01, 60.0, "%.3f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.InputFloat("Data Collect Time", uiVal, 0.1, 360.0, "%.3f s")
im.tooltip('Set the time between new batch data packets being made available to user.')
im.PopItemWidth()
@/lua/ge/extensions/editor/missionEditor/setupModules.lua
end
im.tooltip("Adds a vehicle that the user can choose to use for this mission.")
end
im.tooltip("If true, the current player vehicle can be used for the mission.")
if not setupModule.includePlayerVehicle then
end
im.tooltip("If true, the current player vehicle becomes the default vehicle for the mission.")
end
im.tooltip("Amount of traffic vehicles to spawn; -1 = auto amount")
im.PopItemWidth()
end
im.tooltip("Amount of active traffic vehicles running at the same time; other vehicles stay hidden until they get cycled.")
im.PopItemWidth()
end
im.tooltip("Amount of parked vehicles to spawn.")
im.PopItemWidth()
end
im.tooltip("Traffic respawn rate; values can range from 0 to 3.")
im.PopItemWidth()
end
im.tooltip("If true, this mission will start with traffic enabled unless the user changes the setting.")
end
im.tooltip("If true, this mission will try to use traffic that already existed in freeroam.")
end
im.tooltip("If true, enables a custom vehicle group to use for traffic.")
if setupModule.useCustomGroup then
end
im.tooltip("Set to 0 to ignore this setting.")
im.PopItemWidth()
end
im.tooltip("Use very low values for typical fog conditions (such as 0.05).")
im.PopItemWidth()
end
im.tooltip("If true, the user can set the mission time of day.")
im.PopItemWidth()
@/lua/ge/extensions/editor/raceEditor/pathnodes.lua
end
im.tooltip("Shift-Drag in the world to create a new pathnode.")
im.EndChild()
end
im.tooltip("(Time Trial Only) If checked, this pathnode will have checkpoint markers.\n\nIf unchecked, Pathnode name will be shown in parentheses.")
end
im.tooltip("If checked, this pathnode will be used as a split marker.\n\nIf unchecked, Pathnode name will be shown in with a '^' prefix.")
end
im.tooltip("Copies the custom fields of this object to use for other objects.")
im.SameLine()
end
im.tooltip("Pastes the stored custom fields into this object.")
end
end
im.tooltip(tt or "")
end
@/lua/ge/extensions/editor/sitesEditor/sortedListDisplay.lua
end
im.tooltip("Shift-Drag in the world to place and rotate a new element.")
else
end
im.tooltip("Copies the custom fields of this object to use for other objects.")
im.SameLine()
end
im.tooltip("Pastes the stored custom fields into this object.")
--im.SameLine()
--end
--im.tooltip("Replaces all other object's custom fields with the contents of this one.")
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/vehicleAction.lua
end
im.tooltip(action.desc)
end
end
im.tooltip(action.desc)
end
@/lua/ge/extensions/editor/raceEditor.lua
end
im.tooltip(#(extensions.scenario_waypoints.state.originalBranches or {}) .. " elements")
end
end
im.tooltip("This might take a few seconds.")
im.Separator()
end
im.tooltip(f.file)
end
end
im.tooltip("Created pathnodes have a direction or not.")
local ptr2 = im.BoolPtr(editor.getPreference("raceEditor.general.showAiRoute") or false)
end
im.tooltip("Previews the AI Route for this racepath.")
local ptr4 = im.BoolPtr(editor.getPreference("raceEditor.general.useSimpleDrag") or false)
end
im.tooltip("Enable the experimental simple drag mode for the race editor.")
im.EndMenu()
end
im.tooltip("Recalculates the segments based on the current order of pathnodes.\nDoes NOT take branching into account.")
if add then
if im.BeginMenu(raceDistanceString()) then im.EndMenu() end
im.tooltip("Recalculates the distance of the race by measuring the length of the ai path.")
im.EndDisabled()
@/lua/ge/extensions/editor/flowgraph/examples.lua
editor.uiIconImage(editor.icons.help, im.ImVec2(20,20))
ui_flowgraph_editor.tooltip("Type any string to search for nodes, graphs and pins.\nBegin with 'node:', 'graph:' or 'pin:' to only search for those elements.")
end
im.Text(result.info.data.description)
ui_flowgraph_editor.tooltip(result.info.data.description)
end
im.TextWrapped(example.data.description)
ui_flowgraph_editor.tooltip(example.data.description)
end
@/lua/ge/extensions/editor/particleEditor.lua
end
im.tooltip("Create a new Emitter")
end
im.tooltip("Save Emitter to its file")
end
im.tooltip("Save Emitter to current level")
end
im.tooltip("Delete Emitter")
if disabled then im.EndDisabled() end
@/lua/ge/extensions/util/screenshotCreator.lua
end
im.tooltip("Restore settings to thumbnail's")
if isDefaultConfig() then
im.PopStyleColor()
im.tooltip("To disable procedural camera placement during thumbnail generation, enable either one of the manual camera placement below")
im.SameLine()
end
im.tooltip(string.format("Click to set camera to '%s' config's camera", configData.key))
else
end
im.tooltip("If enabled, will use the current vehicle config's custom camera during thumbnail generation.")
else
end
im.tooltip("Will save the current camera's position and rotation for current vehicle config only")
end
end
im.tooltip("If enabled, will use the current vehicle model's custom camera during thumbnail generation.")
end
im.tooltip("Will save the current camera's position and rotation for current model")
end
@/lua/ge/extensions/editor/mainToolbar.lua
end
im.tooltip("Time Of Day Settings")
end
im.tooltip("Editor Icons & Camera Settings")
end
im.tooltip("Adjust icons visibility (CTRL + Scroll Wheel)")
end
im.tooltip("Adjust camera speed (Alt + Scroll Wheel)")
end
im.tooltip("Move All To Right")
im.Spacing()
if not anyModeSelected then im.EndDisabled() end
im.tooltip("Move Selected To Right")
im.Spacing()
if not hasSelectedSelected then im.EndDisabled() end
im.tooltip("Move Selected To Left")
im.Spacing()
end
im.tooltip("Move All To Left")
@/lua/ge/extensions/editor/api/gui.lua
end
imgui.tooltip("Go to `" .. topicName .. "` help")
end
if label and label ~= "" then
imgui.tooltip(label)
end
imgui.PopItemWidth()
imgui.tooltip("Select file...")
end
imgui.tooltip(string.format("Decrease by %.2f\nDecrease by %.2f while holding ctrl", step, step_fast))
imgui.SameLine()
end
imgui.tooltip(string.format("Increase by %.2f\nIncrease by %.2f while holding ctrl", step, step_fast))
end
@/lua/ge/extensions/flowgraph/nodes/debug/comment.lua
end
ui_flowgraph_editor.tooltip("Whether or not nodes inside will be attached to this node.")
end
@/lua/ge/extensions/editor/rallyEditor/pacenotes/structuredForm.lua
im.HeaderText("Preview - Structured")
im.tooltip(dumps(pacenote.structured.fields))
end
im.tooltip(tooltipStr)
if i < #fnames then
end
im.tooltip("Open audio files folder in explorer.")
end
im.tooltip("Copy audio files folder path to clipboard.")
end
im.tooltip(tooltipText)
if im.BeginPopupModal("Delete Audio Files", nil, im.WindowFlags_AlwaysAutoResize) then
im.Text(codriverHelpTxt)
im.tooltip(codriverHelpTxt)
elseif pacenote:getAudioMode() == RallyEnums.pacenoteAudioMode.structuredOffline then
im.Text(codriverHelpTxt)
im.tooltip(codriverHelpTxt)
end
im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
im.tooltip(cautionTooltip)
-- end caution dropdown
@/lua/ge/extensions/flowgraph/nodes/scene/rectMarker.lua
im.Text("Trigger Name")
ui_flowgraph_editor.tooltip("Trigger Name: " .. tostring(self.triggerName))
end
@/lua/ge/extensions/flowgraph/nodes/logic/select.lua
end
ui_flowgraph_editor.tooltip(fun.desc)
end
@/inspector/Views/NavigationItem.js
get tooltip()
{
set tooltip(x)
{
@/lua/ge/extensions/editor/fileDialog.lua
end
im.tooltip("New folder")
@/lua/ge/extensions/flowgraph/nodes/ui/contextTranslation.lua
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")
end
@/lua/ge/extensions/editor/perfProfiler.lua
im.TableSetupColumn(label, nil, 30)
im.tooltip(table.concat(col.keys, " > "))
end
@/lua/ge/extensions/editor/util/transformUtil.lua
end
im.tooltip("Start Editing " .. self.objectName)
else
end
im.tooltip("Finish Editing " .. self.objectName)
end
end
im.tooltip(btn.label)
im.SameLine()
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/fill.lua
end
im.tooltip("Add fill layer")
end
@/lua/ge/extensions/editor/sitesEditor.lua
end
im.tooltip(site)
end
@/lua/ge/extensions/editor/createObjectTool.lua
end
imgui.tooltip("Clear Filter")
end
@/lua/ge/extensions/editor/assetDeduplicator.lua
end
im.tooltip("Linking with mods might be risky")
im.Separator()
@/lua/ge/extensions/editor/missionEditor/general.lua
if im.IsItemHovered() then
im.tooltip(self._titleTranslated)
end
if im.IsItemHovered() then
im.tooltip(self._descTranslated)
end
@/lua/ge/extensions/flowgraph/nodes/logic/booleanExpression.lua
end
ui_flowgraph_editor.tooltip(template.description)
end
self.mgr:DrawTypeIcon(pin.type, true, 1)
ui_flowgraph_editor.tooltip(dumps(pin.type))
im.SameLine()
@/lua/ge/extensions/editor/aiTests.lua
end
im.tooltip("Sends route data to the ground markers system.")
im.SameLine()
end
im.tooltip("Sends route data to the dev console.")
im.Checkbox("Use Current Route##aiParams", options.useCurrentRoute)
im.tooltip("If true, uses the route from the Route tab; otherwise, generates a random route.")
im.Checkbox("Enable AI Debug Drawing##aiParams", options.aiDebug)
im.tooltip("If true, shows the AI trajectory debug mode.")
end
im.tooltip("Disable inter-vehicle collisions to compare AI as ghosts.")
end
im.tooltip("Merge all vehicle positions and rotations to match the first vehicle.")
if options.dynamicCollisions[0] or not vehicleIds[2] then im.EndDisabled() end
@/lua/ge/extensions/editor/dynamicDecals/news.lua
end
im.tooltip("Do not pop up modal until a new version of the tool is available")
@/lua/ge/extensions/editor/dragRaceEditor/waypoints.lua
if im.IsItemHovered() then
im.tooltip(string.format("Type: %s",
waypoint.type or "N/A"))
@/lua/ge/extensions/editor/flowgraph/variables.lua
im.TextColored(separatorColor, "|")
ui_flowgraph_editor.tooltip("These variables are only available in this graph.")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Create a new variable.")
if not self.mgr.allowEditing then im.EndDisabled() end
im.PopFont()
ui_flowgraph_editor.tooltip("These variables are available in the whole project.")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Create a new variable.")
if not self.mgr.allowEditing then im.EndDisabled() end
im.PopFont()
ui_flowgraph_editor.tooltip("These variables are not available here.")
self:drawSortedGraphs(self.mgr.graphs)
editor.uiIconImage(editor.icons.check, imVec24x24, imVec4Green)
im.tooltip("This name is available.")
else
editor.uiIconImage(editor.icons.error_outline, imVec24x24, imVec4Red)
im.tooltip("This name is used or invalid.")
end
end
ui_flowgraph_editor.tooltip("Creates a getter node for this variable. (Drag and Drop also works)")
end
ui_flowgraph_editor.tooltip("Creates a setter node for this variable. (Drag and Drop also works)")
im.SameLine()
@/lua/ge/extensions/editor/rallyEditor/pacenotes/customForm.lua
im.HeaderText("Preview - Custom")
-- im.tooltip(dumps(pacenote.structured.fields))
end
im.tooltip(tooltipStr)
end
im.tooltip("Open audio files folder in explorer.")
end
im.tooltip("Copy audio files folder path to clipboard.")
im.Text(codriverHelpTxt)
im.tooltip(codriverHelpTxt)
end
im.tooltip("Enter the path to the audio file to play for this pacenote.")
@/lua/ge/extensions/editor/dynamicDecals/docs.lua
if title then
im.tooltip(title)
end
@/lua/ge/extensions/editor/terrainAndRoadImporter.lua
end
im.tooltip('Terraforms the terrain to some given peaks (from a .json file).')
im.SameLine()
end
im.tooltip('Import a terrain (from 16-bit greyscale .png file).')
im.SameLine()
end
im.tooltip('Import roads (from .json file).')
im.SameLine()
end
im.tooltip('Reset (remove imported terrain and all imported roads).')
im.PopStyleVar()
im.tooltip('Set the terrain prominence - ie terrain will map to [0, zMax].')
im.PopStyleVar()
im.tooltip('Set the domain of influence of the terraforming.')
im.PopStyleVar()
im.tooltip('Set the terraforming margin (around roads).')
end
@/lua/ge/extensions/flowgraph/nodes/types/getVariable.lua
im.Text("???")
ui_flowgraph_editor.tooltip("Variable missing..?")
end
@/lua/ge/extensions/editor/barriersEditor.lua
editor_raceEditor.changedFromExternal()
end im.tooltip("Adds all selected prefabs to the race, if they are not contained already.")
if im.MenuItem1("Set Selection exactly to Race Editor") then
editor_raceEditor.changedFromExternal()
end im.tooltip("Adds all selected prefabs to the race and removed non-selected prefabs from the race")
if im.MenuItem1("Copy Selection from Race Editor") then
editor_raceEditor.changedFromExternal()
end im.tooltip("Sets the currently selected prefebs to the one contained in the race.")
end
end
im.tooltip(elem.dirInLevel)
displayPrefab(elem, im.IsItemHovered())
end
im.tooltip(elem.dirInLevel)
displayPrefab(elem, im.IsItemHovered())
@/lua/ge/extensions/editor/missionPlaybook/unlockedMissionsViewer.lua
end
im.tooltip(id)
end
@/lua/ge/extensions/editor/flowgraph/projectSettings.lua
editor.uiIconImage(editor.icons.visibility_off, im.ImVec2(20, 20))
ui_flowgraph_editor.tooltip("This project is invisible. You can see it because you have Dev Mode enabled.")
im.SameLine()
editor.uiIconImage(editor.icons.goat, im.ImVec2(20, 20))
ui_flowgraph_editor.tooltip("This project is transient. It cannot be saved.")
im.SameLine()
@/lua/ge/extensions/editor/cosimulationSignalEditor.lua
end
im.tooltip(text)
end
end
im.tooltip('Go to the selected vehicle.')
im.NextColumn()
end
im.tooltip('Open the signals window for this vehicle.')
im.NextColumn()
end
im.tooltip(btnText)
end
end
im.tooltip('Save the current signals configuration, for this vehicle, to disk.')
end
end
im.tooltip('Load a signals configuration, for this vehicle, from disk.')
end
-- im.tooltip("Select the mode: VSL (Logging only), VSL+CoSim (Logging and Co-Simulation), or CoSim (Co-Simulation only).")
-- end
end
im.tooltip('Include the Kinematics signals group.')
im.SameLine()
end
im.tooltip('Include the Driver signals group.')
im.SameLine()
end
im.tooltip('Include the Wheels signals group.')
im.SameLine()
end
im.tooltip('Include the Electrics signals group.')
im.SameLine()
end
im.tooltip('Include the Powertrain signals group.')
im.SameLine()
end
im.tooltip('Include the Attached Sensors signals group.')
end
im.tooltip('Do not include this signal in the vehicle signals configuration.')
else
end
im.tooltip('Include this signal in the vehicle signals configuration.')
end
end
im.tooltip('This signal is read only, and goes from BeamNG -> 3rd Party.')
else
end
im.tooltip('Current Direction: 3rd Party -> BeamNG.')
else
end
im.tooltip('Current Direction: BeamNG -> 3rd Party.')
end
end
im.tooltip("Reload available signals.")
im.SameLine()
end
im.tooltip("Unlink all selected signals (reset configuration).")
im.SameLine()
im.Checkbox("Store Pos/Rot", isPose)
im.tooltip('Toggle whether to store the vehicle pose (position and rotation) with configuration file.')
im.SameLine()
compTime3rdParty = im.FloatPtr(max(1e-4, min(1e4, compTime3rdParty[0])))
im.tooltip('The expected computation time for each 3rd party cycle in the coupling.')
im.PopItemWidth()
pingTime = im.FloatPtr(max(1e-5, min(1e4, pingTime[0])))
im.tooltip('The expected udp socket ping time.')
im.PopItemWidth()
im.ArrayChar(128, "Server description")
im.tooltip('Set the IP address on the 3rd party computer.')
im.PopItemWidth()
im.InputInt("###301", sPort, 10, nil)
im.tooltip('Set the port number on the 3rd party computer.')
im.PopItemWidth()
im.InputText("###302", rIP)
im.tooltip('Set the IP address on the BeamNG computer.')
im.PopItemWidth()
im.InputInt("###303", rPort, 10, nil)
im.tooltip('Set the port number on the 3rd party computer.')
im.PopItemWidth()
-- loggingFrequency[0] = math.max(1, loggingFrequency[0]) -- Ensure it's an integer with a minimum value of 1
-- im.tooltip('The signal logging frequency in seconds.')
@/lua/ge/extensions/editor/dynamicDecals/layerStack.lua
end
im.tooltip("Move layer up")
if k == #parentStack then im.EndDisabled() end
end
im.tooltip("Move layer down")
if k == 1 then im.EndDisabled() end
end
im.tooltip("Move layer up")
if k == 1 then im.EndDisabled() end
end
im.tooltip("Move layer down")
if k == #parentStack then im.EndDisabled() end
editor.uiIconImageButton(editor.icons.menu, im.ImVec2(tool.getIconSize(), tool.getIconSize()), nil, nil, nil, string.format("%s_%s_%s", "layerdrag##", guiId, layer.uid))
im.tooltip("LMB + drag to move layer")
if im.BeginDragDropSource(im.DragDropFlags_SourceAllowNullID) then
)
im.tooltip(
layer.type == api.layerTypes.decal and "Decal Layer" or
end
im.tooltip("Toggle layer visibility")
end
im.tooltip("Unselect layer")
else
end
im.tooltip("Select layer")
end
end
im.tooltip("Remove layer")
end
im.tooltip("Duplicate layer")
end
im.tooltip("Duplicate And Mirror layer")
end
end
im.tooltip("Disable mask editing\nRMB to open layer mask context menu")
else
end
im.tooltip("Enable mask editing\nRMB to open layer mask context menu")
end
end
im.tooltip("Hover to highlight decal.\nLMB to permanently highlight decal")
if im.IsItemHovered() then
editor.uiIconImageButton(editor.icons.warning, im.ImVec2(tool.getIconSize(), tool.getIconSize()), editor.color.warning.Value, nil, nil, string.format("missingTextureFiles", guiId, layer.uid))
im.tooltip("Missing texture files: " .. dumps(layer.status.missingTextureFiles))
end
editor.uiIconImageButton(editor.icons.warning, im.ImVec2(tool.getIconSize(), tool.getIconSize()), editor.color.warning.Value, nil, nil, string.format("missingFontFile", guiId, layer.uid))
im.tooltip("Missing font file: " .. layer.status.missingFontFile.path)
end
end
im.tooltip(layer.mask.enabled and "Disable layer mask" or "Enable layer mask")
im.SameLine()
end
im.tooltip("Remove layer mask")
im.SameLine()
end
im.tooltip("Unselect layer mask layer")
else
end
im.tooltip("Select layer mask layer")
end
end
im.tooltip("Remove layer mask layer")
im.SameLine()
end
im.tooltip("Hover to highlight layer mask decal.\nLMB to permanently highlight layer mask decal")
if im.IsItemHovered() then
end
im.tooltip("RMB to open layer mask context menu")
if im.IsItemClicked(1) then
end
im.tooltip("Adds an empty group layer to the stack")
im.SameLine()
end
im.tooltip("Add Linked Set Layer")
@/lua/ge/extensions/editor/util/searchUtil.lua
end
im.tooltip(string_preview_value)
if ret then
@/lua/ge/extensions/flowgraph/nodes/ui/customUiLayout.lua
end
im.tooltip("Saves the current layout into the node.")
if im.Button("Clear") then
end
im.tooltip("Clears the currently stored layout.")
if self.storedLayout then
end
im.tooltip("Loads the currently stored layout.")
end
end
im.tooltip("Saves the default freeroam layout.")
end
im.tooltip("Makes a copy of an existing layout and stores it in the node.")
@/lua/common/extensions/ui/imguiUtils.lua
end
if tooltip then imgui.tooltip(tooltip) end
end
imgui.tooltip(item.label)
else
end
imgui.tooltip(item.label)
end
end
imgui.tooltip(item.label)
else
end
imgui.tooltip(item.label)
end
@/lua/ge/extensions/editor/dragRaceEditor/lanes.lua
if im.IsItemHovered() then
im.tooltip(string.format("ID: %s\nShort Name: %s\nLong Name: %s\nOrder: %d",
lane.id or "N/A",
-- This would open waypoint creation dialog
im.tooltip("Waypoint creation not yet implemented")
end
@/inspector/Views/TreeElement.js
get tooltip()
{
set tooltip(x)
{
@/lua/ge/extensions/editor/drivePathEditor.lua
end
im.tooltip('Add a new drive path spline.')
else
end
im.tooltip('Import drive path splines from a bitmap mask.')
else
end
im.tooltip('Remove all drive path splines from the session.')
else
end
im.tooltip(isBarsLimit and 'Switch to edit vehicle speeds with vertical bars.' or 'Switch to edit speed limits with vertical bars.')
else
end
im.tooltip((isLockShape and 'Unlock the shape of the drive path spline to move nodes separately' or 'Lock the shape of the drive path spline to move nodes rigidly'))
else
end
im.tooltip('Save the current session to disk.')
else
end
im.tooltip('Load a previously-saved session from disk.')
im.NextColumn()
im.TextColored(cols.dullWhite, spline.name)
im.tooltip('This drive path spline is disabled. To edit or remove it, first enable it.')
else
end
im.tooltip('Edit the drive path spline name.')
if im.IsItemActive() then
end
im.tooltip('Remove this drive path spline from the session.')
else
end
im.tooltip((spline.isEnabled and 'Disable' or 'Enable') .. ' this drive path spline.')
else
end
im.tooltip('Unlink this drive path spline from its vehicle.')
else
end
im.tooltip('Link this drive path spline to its vehicle.')
else
end
im.tooltip('Go to this drive path spline (move camera).')
else
end
im.tooltip('Flip the selected drive path spline back to front.')
else
end
im.tooltip('Splits the selected drive path spline into two, at the selected node.')
else
end
im.tooltip('Simplifies the selected drive path spline (reduces the number of nodes).')
else
im.Text(vehicle.name)
im.tooltip('Select this vehicle.')
if im.IsItemActive() then
end
im.tooltip('Remove this vehicle from the session.')
else
end
im.tooltip('Go to this vehicle (move camera).')
else
end
im.tooltip('Unlink this vehicle from its drive path spline.')
else
end
im.tooltip('Link this vehicle to the selected drive path spline.')
else
end
im.tooltip('Refresh the scene vehicles list.')
else
end
im.tooltip(isRenderSplineWhenPlaying and 'Hide the splines when playing.' or 'Show the spline when playing.')
else
end
im.tooltip(isPlaying and 'Click to stop playback.' or 'Click to start playback (all linked vehicles in session).')
else
end
im.tooltip(isRecording and 'Click to stop recording.' or 'Click to start recording (selected vehicle).')
else
end
im.tooltip('m/s.')
im.SameLine()
end
im.tooltip('mph.')
im.SameLine()
end
im.tooltip('kph.')
im.NextColumn()
end
im.tooltip('NavGraph Mode: create waypoint-to-waypoint paths on the navigation graph.')
im.SameLine()
end
im.tooltip('Free Mode: create paths freely on the map.')
im.NextColumn()
end
im.tooltip('Set: set the route speed for the drive path spline.')
im.SameLine()
end
im.tooltip('Limit: limit the route speed for the drive path spline.')
im.NextColumn()
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the starting delay time for the selected spline, in seconds.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the starting node for the selected spline.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the route speed of the drive path spline, in meters per second.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of aggression for the drive path spline.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the number of laps for the drive path spline.')
if im.IsItemActivated() then
end
im.tooltip('Sets the driveInLane flag for the drive path spline.')
im.SameLine()
end
im.tooltip('Sets the avoidCars flag for the drive path spline.')
im.NextColumn()
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
if e.displayOptions.tooltip then
im.tooltip(e.displayOptions.tooltip)
end
editor.uiIconImage(editor.icons.star, imVec16x16 ,imVec4TransparentWhite)
im.tooltip("Associated to star " .. dumps(e.displayOptions.associatedStars))
end
if im.IsItemHovered() then
im.tooltip(e._translated)
end
if e.displayOptions.valueTooltips and e.displayOptions.valueTooltips[v] then
im.tooltip(e.valueTooltips[v])
end
editor.uiIconImage(editor.icons.check, imVec24x24, imVec4Green)
im.tooltip("Found file at " .. file)
else
editor.uiIconImage(editor.icons.error_outline, imVec24x24, imVec4Red)
im.tooltip("No file at " .. file)
end
editor.uiIconImage(editor.icons.check, imVec24x24, imVec4Green)
im.tooltip(e.foundFile)
im.SameLine()
editor.uiIconImage(editor.icons.warning, imVec24x24,imVec4Yellow )
im.tooltip("This file is optional: "..files)
im.SameLine()
editor.uiIconImage(editor.icons.error_outline, imVec24x24,imVec4Red )
im.tooltip("Requiring one of these files: " .. files)
im.SameLine()
end
im.tooltip("Saves to " .. ffi.string(e.ac))
end
end
im.tooltip("Saves to " .. ffi.string(e.ac))
end
if e.valueTooltips[v] then
im.tooltip(e.valueTooltips[v])
end
local function decoHeaderDraw(e, mtd) im.PushFont3("cairo_regular_medium") im.TextColored(e.color, e.text) im.PopFont() end
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))
@/lua/ge/extensions/flowgraph/nodes/ui/multiDescription.lua
end
ui_flowgraph_editor.tooltip(txt)
end
@/lua/ge/extensions/editor/roadArchitect.lua
if isFinalise then
im.tooltip("Road Architect is in Render Mode. Click to switch back to Edit Mode.")
else
else
im.tooltip("Road Architect is in Edit Mode. Click to switch to Render Mode.")
end
end
im.tooltip('Toggles the road guidelines/measurements (extends from road start and end).')
im.SameLine()
end
im.tooltip('Toggles the translational gimbal on/off.')
im.SameLine()
end
im.tooltip('Saves the Road Architect session (to the current save file).')
else
end
im.tooltip('Save As (saves a new Road Architect session).')
im.SameLine()
end
im.tooltip('Loads a Road Architect session.')
im.SameLine()
end
im.tooltip('Import road network from disk (OpenDRIVE .xodr).')
else
end
im.tooltip('Export road network to disk, (OpenDRIVE .xodr).')
else
end
im.tooltip('Show all roads (master switch).')
im.SameLine()
end
im.tooltip('Show all bridges (master switch).')
im.SameLine()
end
im.tooltip('Show all overlays (master switch).')
im.NextColumn()
im.PopItemWidth()
im.tooltip('Edit the road name.')
wCtr = wCtr + 1
end
im.tooltip('Remove this road from the session.')
im.SameLine()
end
im.tooltip('Go to this road.')
else
im.Checkbox("Show###" .. tostring(wCtr), road.isVis)
im.tooltip('Show this road in edit visualisation (checked), or not (unchecked).')
wCtr = wCtr + 1
end
im.tooltip('The group(s) which this road belongs to, if any.')
wCtr = wCtr + 1
end
im.tooltip('Add a new spline road.')
im.SameLine()
end
im.tooltip('Add a new arc road.')
im.SameLine()
end
im.tooltip('Add a new overlay (for tire tread markings only).')
im.SameLine()
end
im.tooltip('Add a new bridge.')
im.SameLine()
end
im.tooltip('Reloads the collision mesh (allows nodes to be placed on bridges after creating/moving bridge).')
im.SameLine()
end
im.tooltip('Reset/clear the road network.')
im.NextColumn()
end
im.tooltip('The node Id (ordered from start of road to end of road).')
im.SameLine()
end
im.tooltip('Remove this node from the road.')
else
end
im.tooltip('Add a new node before this node.')
end
end
im.tooltip('Add a new node after this node.')
end
end
im.tooltip('Edit this node (opens edit window).')
end
end
im.tooltip('Unlock the highlighted node, so it can be moved.')
else
end
im.tooltip('Select a new profile template for this road (warning: will undo many existing road properties).')
else
end
im.tooltip('Create a new template profile from the current profile of this road (will appear in templates list, and can be saved from there).')
else
end
im.tooltip('Uses line-spiral-arc-spiral-line sections (instead of splines).')
else
end
im.tooltip('Split road at node, and create a gap (for junctioning).')
else
end
im.tooltip('Flip the road direction. Changes reference line position on profile')
else
end
im.tooltip('Unlock the highlighted node, so it can be moved.')
else
end
im.tooltip('Lock the highlighted node, so that it becomes fixed in space.')
end
end
im.tooltip('Conform the road to the terrain.')
else
end
im.tooltip('Set the half-width of the bridge, in meters (lateral distance from center to edge).')
if im.InputFloat("Bridge Depth (m) ###10101", road.bridgeDepth, 0.1, 0.0) then
end
im.tooltip('Set the depth of the bridge, in meters (vertical distance from bottom to top).')
if im.InputFloat("Bridge Arch Amount (m) ###10102", road.bridgeArch, 0.1, 0.0) then
end
im.tooltip('Set the depth of the bridge, in meters (vertical distance from bottom to top).')
im.PopItemWidth()
end
im.tooltip('Select a new material for this overlay (choose an edge material)')
im.SameLine()
im.Text(roads[mfe.selectedRoadIdx].overlayMat or 'None')
im.tooltip('The currently-selected material for this overlay.')
im.NextColumn()
end
im.tooltip('Terraform the terrain to this single road (warning: ignores other roads).')
im.SameLine()
end
im.tooltip('Terraform the terrain to all roads together.')
im.SameLine()
end
im.tooltip('Show the proposed terraforming range on the map, for the selected road.')
im.SameLine()
im.SliderInt("###49", terraParams.domainOfInfluence, 1, 500, "Domain Of Influence (m) %d")
im.tooltip('Set the domain of influence of the terraforming, in meters.')
im.SliderFloat("###48", terraParams.terraMargin, 0.0, 20.0, "Margin (m) = %.3f")
im.SliderFloat("###48", terraParams.terraMargin, 0.0, 20.0, "Margin (m) = %.3f")
im.tooltip('Set the terraforming margin (around road), in meters.')
im.PopStyleVar()
end
im.tooltip('Set the granularity level for this road (less = coarse, more = dense).')
im.TreePop()
end
im.tooltip('Set all road lanes to a master width (over-writes profile).')
im.TreePop()
end
im.tooltip('Switch on/off rigid translation mode for this road.')
im.SliderFloat("###3", road.forceField, 1.0, 205.0, "Movement Field = %.3f")
im.tooltip('Amount of nearby elastic effect when dragging single nodes.')
end
end
im.tooltip('Use auto banking on this road (applied on corners only).')
im.SameLine()
end
im.tooltip('Apply extra width to hairpin corners (> 90 degrees).')
im.NextColumn()
end
im.tooltip('The amount of auto-banking to apply [0.5 = half, 1 = standard, 2 = double, etc].')
end
end
im.tooltip('The layer render priority (1 = top).')
wCtr = wCtr + 1
end
im.tooltip('Increase the render priority of this layer.')
end
end
im.tooltip('Decrease the render priority of this layer.')
end
im.PopItemWidth()
im.tooltip('Edit the layer name.')
wCtr = wCtr + 1
end
im.tooltip('Remove this layer from the session.')
im.SameLine()
end
im.tooltip('Add a new layer above this layer.')
im.SameLine()
end
im.tooltip('Add a new layer below this layer.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Highlights the layer on the road visualization.')
im.NextColumn()
end
im.tooltip('Adds a new layer.')
im.RadioButton2("L-Span###" .. tostring(wCtr), layer.type, 0)
im.tooltip('A longitudinal layer which spans a lane/multiple adjacent lanes.')
wCtr = wCtr + 1
im.RadioButton2("Offset###" .. tostring(wCtr), layer.type, 1)
im.tooltip('A longitudinal layer which has a fixed width, and is offset from one side of a lane.')
wCtr = wCtr + 1
im.RadioButton2("Patch###" .. tostring(wCtr), layer.type, 2)
im.tooltip('A single-instance layer, at some chosen position along the road. Spans a lane/multiple lanes.')
wCtr = wCtr + 1
im.RadioButton2("Decal###" .. tostring(wCtr), layer.type, 3)
im.tooltip('A single-instance layer, at some chosen position along the road, and indexes a larger tiled-material. Has a fixed size.')
wCtr = wCtr + 1
im.RadioButton2("Road-Span Mesh###" .. tostring(wCtr), layer.type, 4)
im.tooltip('A road-spanning layer comprised of adjacent static mesh units.')
wCtr = wCtr + 1
im.RadioButton2("Single Mesh###" .. tostring(wCtr), layer.type, 5)
im.tooltip('A single-instance static mesh, at some chosen position along the road.')
wCtr = wCtr + 1
wCtr = wCtr + 1
im.tooltip('Set the texture length of the material.')
im.PopItemWidth()
end
im.tooltip('Select a new material for layer ' .. tostring(selLayerIdx))
im.SameLine()
im.Text(layer.mat or 'None')
im.tooltip('The currently-selected material for layer ' .. tostring(selLayerIdx))
im.NextColumn()
im.InputInt("Min Lane Index###" .. tostring(wCtr), layer.laneMin, 1)
im.tooltip('The index of the left-most lane, from which this layer will span.')
wCtr = wCtr + 1
im.InputInt("Max Lane Index###" .. tostring(wCtr), layer.laneMax, 1)
im.tooltip('The index of the right-most lane, to which this layer will span.')
wCtr = wCtr + 1
im.InputInt("Lane Index###" .. tostring(wCtr), layer.lane, 1)
im.tooltip('The index of the lane to which this layer is attached.')
wCtr = wCtr + 1
wCtr = wCtr + 1
im.tooltip('Set the layer position. For non-patch types: laterally from the attach lane. For patch/decal types: longitudinally along the length of the road.')
layer.off = im.FloatPtr(max(limitMin, min(limitMax, layer.off[0])))
wCtr = wCtr + 1
im.tooltip('Set the width of layer ' .. tostring(selLayerIdx))
end
wCtr = wCtr + 1
im.tooltip('Set the lateral offset (from the chosen lane and lane side).')
layer.pos = im.FloatPtr(max(-50.0, min(50.0, layer.pos[0])))
wCtr = wCtr + 1
im.tooltip('The number of rows in the selected (tiled) material.')
wCtr = wCtr + 1
im.tooltip('The number of columns in the selected (tiled) material.')
wCtr = wCtr + 1
im.tooltip('The frame (tile) to use from the selected material.')
wCtr = wCtr + 1
im.tooltip('Set the size of the square decal (length = width).')
layer.size = im.FloatPtr(max(0.0, min(50.0, layer.size[0])))
wCtr = wCtr + 1
im.tooltip('Attach to left side of lane (checked), or right (unchecked).')
end
im.PopItemWidth()
im.tooltip('Set the pre-rotation around the Z-axis for this mesh, to better align it on the lane.')
wCtr = wCtr + 1
im.tooltip('Layer will span the entire longitudinal road length (checked), or be limited to a node-to-node interval (unchecked).')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Layer will leave extra space from the start/end of the road (useful for eg paint markings).')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('The start node index, for this layer.')
im.InputInt("Max Node Index###" .. tostring(wCtr), layer.nMax, 1)
wCtr = wCtr + 1
im.tooltip('The end node index, for this layer.')
end
wCtr = wCtr + 1
im.tooltip('Set the fade-in value of layer ' .. tostring(selLayerIdx))
im.InputFloat("Fade-Out [End]###" .. tostring(wCtr), layer.fadeE, 0.01, 0.0)
wCtr = wCtr + 1
im.tooltip('Set the fade-out value of layer ' .. tostring(selLayerIdx))
end
wCtr = wCtr + 1
im.tooltip('Flip the direction of this layer (checked), or not (unchecked). Useful for edge blending and gutter layers, for example.')
end
end
im.tooltip('Select a static mesh unit for this layer.')
im.SameLine()
end
im.tooltip('The selected static mesh unit.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Layer will span the entire longitudinal road length (checked), or be limited to a node-to-node interval (unchecked).')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Attach to left side of lane (checked), or right (unchecked).')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('The start node index, for this layer.')
im.InputInt("Node Index [Max]###" .. tostring(wCtr), layer.nMax, 1)
wCtr = wCtr + 1
im.tooltip('The end node index, for this layer.')
im.PopItemWidth()
wCtr = wCtr + 1
im.tooltip('Sets whether to align the mesh Z-axis with the world Z-axis.')
wCtr = wCtr + 1
im.tooltip('Set the longitudinal spacing between each unit of the custom mesh lane.')
local oldVal = layer.lane[0]
im.InputInt("Lane Index###" .. tostring(wCtr), layer.lane, 1)
im.tooltip('The index of the lane to which this mesh unit is attached.')
wCtr = wCtr + 1
layer.lane = im.IntPtr(max(lMin, min(lMax, layer.lane[0])))
im.tooltip('Set the vertical offset of the custom mesh.')
im.InputFloat("Lateral Offset###" .. tostring(wCtr), layer.latOffset, 0.1, 0.0)
wCtr = wCtr + 1
im.tooltip('Set the lateral offset of the custom mesh.')
im.InputFloat("Amount Of Jitter###" .. tostring(wCtr), layer.jitter, 0.001, 0.0)
wCtr = wCtr + 1
im.tooltip('Set the amount of random jitter of the custom mesh.')
im.PopStyleVar()
im.PopItemWidth()
im.tooltip('Set the pre-rotation around the Z-axis for this mesh, to better align it on the lane.')
end
im.tooltip('Select a static mesh unit.')
im.SameLine()
end
im.tooltip('The selected static mesh unit.')
im.NextColumn()
im.InputInt("Lane Index###" .. tostring(wCtr), layer.lane, 1)
im.tooltip('The index of the lane to which this mesh unit is attached.')
wCtr = wCtr + 1
wCtr = wCtr + 1
im.tooltip('Attach to left side of lane (checked), or right (unchecked).')
wCtr = wCtr + 1
im.tooltip('Set the longitudinal position (along the road) for this mesh unit.')
wCtr = wCtr + 1
im.tooltip('Set the lateral offset of the mesh unit.')
wCtr = wCtr + 1
im.tooltip('Set the vertical offset of the mesh unit.')
im.PopItemWidth()
im.PopItemWidth()
im.tooltip('Set the pre-rotation around the Z-axis for this mesh, to better align it on the lane.')
end
im.tooltip('The lane Id.')
wCtr = wCtr + 1
im.Text(sideFacingText)
im.tooltip('Which way the sidewalk faces (Left-Facing = curb on left, Right-Facing = curb on right).')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Left side sidewalk (checked), or right side sidewalk (unchecked).')
wCtr = wCtr + 1
im.tooltip('The curb width.')
wCtr = wCtr + 1
im.tooltip('The lateral offset of the curb corner.')
wCtr = wCtr + 1
im.tooltip('The vertical offset of the curb corner.')
im.PopStyleVar()
im.NextColumn()
im.tooltip("Set the starting 'V' position of the curb UV-mapping (each provides a different curb texture).")
end
im.tooltip('Sets the thickness of the tunnel walls.')
road.thickness = im.FloatPtr(max(0.1, min(20.0, road.thickness[0])))
end
im.tooltip('Sets the tunnel radius offset.')
road.radOffset = im.FloatPtr(max(-10.0, min(10.0, road.radOffset[0])))
end
im.tooltip('Sets the vertical offset of the road inside the tunnel.')
road.zOffsetFromRoad = im.FloatPtr(max(-30.0, min(30.0, road.zOffsetFromRoad[0])))
end
im.tooltip('Sets the amount of extension at the start of the tunnel.')
road.protrudeS = im.FloatPtr(max(0.0, min(30.0, road.protrudeS[0])))
end
im.tooltip('Sets the amount of extension at the end of the tunnel.')
road.protrudeE = im.FloatPtr(max(0.0, min(30.0, road.protrudeE[0])))
im.PopItemWidth()
im.tooltip('Sets the general tunnel start position, on the road.')
im.PopItemWidth()
im.tooltip('Sets the general tunnel end position, on the road.')
im.PopItemWidth()
im.tooltip('Tunnel mesh granularity.')
end
im.tooltip('Urban class (for street-based roads, eg with sidewalks, lamp posts, etc).')
im.SameLine()
end
im.tooltip('Highway class (for highways and intersections, eg with hard shoulders, crash barriers, etc).')
im.SameLine()
im.NextColumn()
im.tooltip('Dirt Road class (for tracks going across dirt, sand, etc).')
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
if im.SliderInt("###3161",profile.numPatches, 0, 50, "Repair Patches = %d") then
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the road condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Set the tire tread marks fade-in amount (from road start), in meters.')
if im.InputFloat("Fade Out [End]###4189", profile.fadeE, 0.01, 0.0) then
end
im.tooltip('Set the tire tread marks fade-out amount (from road end), in meters.')
end
im.tooltip('Select a new material for the dirt track.')
im.SameLine()
im.Text(profile.dirtMat)
im.tooltip('The currently-selected material for the dirt tracks.')
im.NextColumn()
end
im.tooltip('Toggles the road surface mesh.')
im.SameLine()
end
im.tooltip('Toggles the road outline mesh (shows render granularity/quadrilaterals).')
im.SameLine()
end
im.tooltip('Toggles the road reference line (center line of road).')
im.SameLine()
end
im.tooltip('Toggles the lane info.')
im.NextColumn()
end
im.tooltip('Toggles the node spheres.')
im.SameLine()
end
im.tooltip('Toggles the node numbering.')
im.SameLine()
im.Checkbox('isOverObject Flag', road.isOverObject)
im.tooltip("All decals created by this road will have the 'isOverObjects' flag set true (checked), or set false (unchecked).")
im.TreePop()
end
im.tooltip('Export the road masks to a file.')
im.TreePop()
end
im.tooltip('The Id of this junction.')
wCtr = wCtr + 1
im.PopItemWidth()
im.tooltip('Edit the name of this junction.')
wCtr = wCtr + 1
end
im.tooltip('Remove this junction from the session (removes all roads).')
im.SameLine()
end
im.tooltip('Finalize this junction (will export the junction roads to the Roads List, and will become connectable. However, the junction will no longer be editable in the junction designer).')
im.SameLine()
end
im.tooltip('Save this junction to disk.')
im.SameLine()
end
im.tooltip('Go to this junction.')
im.NextColumn()
end
im.tooltip('Add a 2-way simple crossing junction.')
im.SameLine()
end
im.tooltip('Add a 4-way crossroads style junction.')
im.SameLine()
end
im.tooltip('Add a 3-way T-style junction.')
im.SameLine()
end
im.tooltip('Add a 3-way Y-style junction (with angular control).')
im.SameLine()
end
im.tooltip('Add a 4-way roundabout junction.')
im.SameLine()
end
im.tooltip('Add a sidewalk transition junction (joins an urban road with sidewalk to an urban/rural road without sidewalk).')
im.SameLine()
end
im.tooltip('Add an urban merge junction (eg 2 lanes -> 1 lane, 3 lanes -> 2 lanes).')
im.SameLine()
end
im.tooltip('Add a urban separator junction (splits a two-way road into two one-way sections, to make linking separable).')
im.NextColumn()
end
im.tooltip('Add a highway merge junction (eg 2 lanes -> 1 lane, 3 lanes -> 2 lanes).')
im.SameLine()
end
im.tooltip('Add a highway <-> urban transition junction (tapers the central reservation down to a centerline).')
im.SameLine()
end
im.tooltip('Add a highway separator junction (splits a two-way highway into two one-way sections, to make linking separable).')
im.SameLine()
end
im.tooltip('Add a shoulder fade junction (tapers out the hard shoulder lane, to connect Highway to Urban types).')
im.SameLine()
end
im.tooltip('Add a highway slip junction.')
im.SameLine()
end
im.tooltip('Create an auto-junction by grouping road ends with a polygon. Toggles mode on/off.')
im.SameLine()
end
im.tooltip('Load a previously-saved junction from disk.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of lanes for roads heading in the X direction.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the length of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Include sidewalks.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Lower the sidewalks at pedestrian crossings.')
else
wCtr = wCtr + 1
im.tooltip('Set the width of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the height of the sidewalks.')
end
wCtr = wCtr + 1
im.tooltip('Set the length of the crossing road.')
wCtr = wCtr + 1
im.tooltip('Include traffic lights.')
wCtr = wCtr + 1
im.tooltip('Set the lateral offset of the traffic lights.')
end
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 1.')
wCtr = wCtr + 1
im.tooltip('Set the width of the pedestrian crossings.')
end
wCtr = wCtr + 1
im.tooltip('Include traffic signs (poles).')
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of lanes for roads heading in the X direction.')
wCtr = wCtr + 1
im.tooltip('Set the number of lanes for roads heading in the Y direction.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the length of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Use a one-way road for the Y direction roads.')
wCtr = wCtr + 1
im.tooltip('The Y1-Exit will be outwards-pointing (checked), or inwards-pointing (unchecked).')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('The Y2-Exit will be outwards-pointing (checked), or inwards-pointing (unchecked).')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Include sidewalks.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Lower the sidewalks at pedestrian crossings.')
else
wCtr = wCtr + 1
im.tooltip('Set the width of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the height of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the corner radius of the sidewalks.')
end
wCtr = wCtr + 1
im.tooltip('Include traffic lights.')
wCtr = wCtr + 1
im.tooltip('Set the lateral offset of the traffic lights.')
end
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 1.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 2.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 3.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 4.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the width of the pedestrian crossings.')
end
wCtr = wCtr + 1
im.tooltip('Include arrow decals on all roads approaching the junction.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a second row of arrows some distance behind the first row (if space permits).')
else
wCtr = wCtr + 1
im.tooltip('The size of the arrow decals.')
if im.InputFloat("Front Arrow Distance###" .. tostring(wCtr), selJct.arrowFrontDistFromEnd, 0.01, 0.0) then
wCtr = wCtr + 1
im.tooltip('The distance from the junction, at which the front arrows shall appear.')
if im.InputFloat("Rear Arrow Distance###" .. tostring(wCtr), selJct.arrowBackDistFromEnd, 0.01, 0.0) then
wCtr = wCtr + 1
im.tooltip('The distance from the junction, at which the back arrows shall appear.')
im.Columns(3, "jctArrowsMatSelA", false)
end
im.tooltip('Select a new material for the arrows.')
im.SameLine()
im.Text(selJct.arrowMat)
im.tooltip('The currently-selected material for the arrows.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Include traffic signs (poles).')
wCtr = wCtr + 1
im.tooltip('Include tread overlays (checked), or not (unchecked).')
if selJct.isCrossings[0] then
end
im.tooltip('Set the number of overlays to be included.')
if im.InputInt("Random Seed Value###4433", selJct.seed, 1) then
end
im.tooltip('Set the random seed for the overlays.')
end
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of lanes for roads heading in the X direction.')
wCtr = wCtr + 1
im.tooltip('Set the number of lanes for roads heading in the Y direction.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the length of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Use a one-way road for the Y direction roads.')
wCtr = wCtr + 1
im.tooltip('The Y-Exit will be outwards-pointing (checked), or inwards-pointing (unchecked).')
end
wCtr = wCtr + 1
im.tooltip('Include sidewalks.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Lower the sidewalks at pedestrian crossings.')
else
wCtr = wCtr + 1
im.tooltip('Set the width of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the height of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the corner radius of the sidewalks.')
end
wCtr = wCtr + 1
im.tooltip('Include traffic lights.')
wCtr = wCtr + 1
im.tooltip('Set the lateral offset of the traffic lights.')
end
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 1.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 2.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 3.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the width of the pedestrian crossings.')
end
wCtr = wCtr + 1
im.tooltip('Include arrow decals on all roads approaching the junction.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a second row of arrows some distance behind the first row (if space permits).')
else
wCtr = wCtr + 1
im.tooltip('The size of the arrow decals.')
if im.InputFloat("Front Arrow Distance###" .. tostring(wCtr), selJct.arrowFrontDistFromEnd, 0.01, 0.0) then
wCtr = wCtr + 1
im.tooltip('The distance from the junction, at which the front arrows shall appear.')
if im.InputFloat("Rear Arrow Distance###" .. tostring(wCtr), selJct.arrowBackDistFromEnd, 0.01, 0.0) then
wCtr = wCtr + 1
im.tooltip('The distance from the junction, at which the back arrows shall appear.')
im.Columns(3, "jctArrowsMatSelA", false)
end
im.tooltip('Select a new material for the arrows.')
im.SameLine()
im.Text(selJct.arrowMat)
im.tooltip('The currently-selected material for the arrows.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Include traffic signs (poles).')
wCtr = wCtr + 1
im.tooltip('Include tread overlays (checked), or not (unchecked).')
if selJct.isCrossings[0] then
end
im.tooltip('Set the number of overlays to be included.')
if im.InputInt("Random Seed Value###4433", selJct.seed, 1) then
end
im.tooltip('Set the random seed for the overlays.')
end
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of lanes.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the length of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Include sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the width of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the height of the sidewalks.')
end
wCtr = wCtr + 1
im.tooltip('Include traffic lights.')
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 1.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 2.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 3.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the width of the pedestrian crossings.')
end
wCtr = wCtr + 1
im.tooltip('Include arrow decals on all roads approaching the junction.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a second row of arrows some distance behind the first row (if space permits).')
else
wCtr = wCtr + 1
im.tooltip('The size of the arrow decals.')
if im.InputFloat("Front Arrow Distance###" .. tostring(wCtr), selJct.arrowFrontDistFromEnd, 0.01, 0.0) then
wCtr = wCtr + 1
im.tooltip('The distance from the junction, at which the front arrows shall appear.')
if im.InputFloat("Rear Arrow Distance###" .. tostring(wCtr), selJct.arrowBackDistFromEnd, 0.01, 0.0) then
wCtr = wCtr + 1
im.tooltip('The distance from the junction, at which the back arrows shall appear.')
im.Columns(3, "jctArrowsMatSelA", false)
end
im.tooltip('Select a new material for the arrows.')
im.SameLine()
im.Text(selJct.arrowMat)
im.tooltip('The currently-selected material for the arrows.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Include traffic signs (poles).')
wCtr = wCtr + 1
im.tooltip('Include tread overlays (checked), or not (unchecked).')
if selJct.isCrossings[0] then
end
im.tooltip('Set the number of overlays to be included.')
if im.InputInt("Random Seed Value###4433", selJct.seed, 1) then
end
im.tooltip('Set the random seed for the overlays.')
end
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the extra radius amount (base radius determined by exit road size).')
wCtr = wCtr + 1
im.tooltip('Set the number of lanes for roads heading in the X direction.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the length of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Include sidewalks.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Lower the sidewalks at pedestrian crossings.')
else
wCtr = wCtr + 1
im.tooltip('Set the width of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the height of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the corner radius of the sidewalks.')
end
wCtr = wCtr + 1
im.tooltip('Include traffic lights.')
wCtr = wCtr + 1
im.tooltip('Set the lateral offset of the traffic lights.')
end
wCtr = wCtr + 1
im.tooltip('Include traffic signs (poles).')
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 1.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 2.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 3.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a pedestrian cross on road 4.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the width of the pedestrian crossings.')
end
wCtr = wCtr + 1
im.tooltip('Include arrow decals on all roads approaching the junction.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include a second row of arrows some distance behind the first row (if space permits).')
else
wCtr = wCtr + 1
im.tooltip('The size of the arrow decals.')
if im.InputFloat("Front Arrow Distance###" .. tostring(wCtr), selJct.arrowFrontDistFromEnd, 0.01, 0.0) then
wCtr = wCtr + 1
im.tooltip('The distance from the junction, at which the front arrows shall appear.')
if im.InputFloat("Rear Arrow Distance###" .. tostring(wCtr), selJct.arrowBackDistFromEnd, 0.01, 0.0) then
wCtr = wCtr + 1
im.tooltip('The distance from the junction, at which the back arrows shall appear.')
im.Columns(3, "jctArrowsMatSelA", false)
end
im.tooltip('Select a new material for the arrows.')
im.SameLine()
im.Text(selJct.arrowMat)
im.tooltip('The currently-selected material for the arrows.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Include tread overlays (checked), or not (unchecked).')
if selJct.isCrossings[0] then
end
im.tooltip('Set the number of overlays to be included.')
if im.InputInt("Random Seed Value###4433", selJct.seed, 1) then
end
im.tooltip('Set the random seed for the overlays.')
end
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of lanes.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the length of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Use a one-way road for the Y direction roads.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip("Set the direction of this one-way junction. 'From' sidewalk (checked) or 'To' sidewalk (unchecked).")
else
wCtr = wCtr + 1
im.tooltip('Set the width of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the height of the sidewalks.')
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of trunk lanes (on the thin end).')
wCtr = wCtr + 1
im.tooltip('Set the length of the taper section (middle).')
wCtr = wCtr + 1
im.tooltip('Set the length of the end roads.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the trunk and exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the inner width of the taper (one third along).')
wCtr = wCtr + 1
im.tooltip('Set the outer width of the taper (two thirds along).')
wCtr = wCtr + 1
im.tooltip('Include sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the width of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the height of the sidewalks.')
end
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of lanes for roads heading in the X direction.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the length of the exit roads.')
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
wCtr = wCtr + 1
im.tooltip('Set the number of trunk lanes (on the thin end).')
wCtr = wCtr + 1
im.tooltip('Set the length of the taper section (middle).')
wCtr = wCtr + 1
im.tooltip('Set the length of the end roads.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the trunk and exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the width of the hard shoulder lanes.')
wCtr = wCtr + 1
im.tooltip('Set the width of the central reservation.')
wCtr = wCtr + 1
im.tooltip('Set the inner width of the taper (one third along).')
wCtr = wCtr + 1
im.tooltip('Set the outer width of the taper (two thirds along).')
wCtr = wCtr + 1
im.tooltip('Include inner crash barriers.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include outer crash barriers.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Include traffic signs (poles).')
wCtr = wCtr + 1
im.tooltip('Include tread overlays (checked), or not (unchecked).')
if selJct.isCrossings[0] then
end
im.tooltip('Set the number of overlays to be included.')
if im.InputInt("Random Seed Value###4433", selJct.seed, 1) then
end
im.tooltip('Set the random seed for the overlays.')
end
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of trunk lanes (on the thin end).')
wCtr = wCtr + 1
im.tooltip('Set the length of the taper section (middle).')
wCtr = wCtr + 1
im.tooltip('Set the length of the end roads.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the trunk and exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the width of the hard shoulder lanes.')
wCtr = wCtr + 1
im.tooltip('Set the width of the central reservation.')
wCtr = wCtr + 1
im.tooltip('Set the inner width of the taper (one third along).')
wCtr = wCtr + 1
im.tooltip('Set the outer width of the taper (two thirds along).')
wCtr = wCtr + 1
im.tooltip('Include sidewalks.')
if selJct.isSidewalk[0] then
wCtr = wCtr + 1
im.tooltip('Set the width of the sidewalks.')
wCtr = wCtr + 1
im.tooltip('Set the height of the sidewalks.')
end
wCtr = wCtr + 1
im.tooltip('Include inner crash barriers.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include outer crash barriers.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Include traffic signs (poles).')
wCtr = wCtr + 1
im.tooltip('Include tread overlays (checked), or not (unchecked).')
if selJct.isCrossings[0] then
end
im.tooltip('Set the number of overlays to be included.')
if im.InputInt("Random Seed Value###4433", selJct.seed, 1) then
end
im.tooltip('Set the random seed for the overlays.')
end
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of lanes for roads heading in the X direction.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the length of the exit roads.')
wCtr = wCtr + 1
im.tooltip('Include inner crash barriers.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Include outer crash barriers.')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Include traffic signs (poles).')
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of trunk lanes (on the thin end).')
wCtr = wCtr + 1
im.tooltip('Set the length of the end roads.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the trunk and exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the width of the hard shoulder lanes.')
wCtr = wCtr + 1
im.tooltip("Set the direction of this one-way junction. 'To' highway (checked) or 'From' highway (unchecked).")
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
wCtr = wCtr + 1
im.tooltip('Set the number of trunk lanes.')
wCtr = wCtr + 1
im.tooltip('Set the length of the taper section (section 2).')
wCtr = wCtr + 1
im.tooltip('Set the length of the split section (section 3).')
wCtr = wCtr + 1
im.tooltip('Set the length of the end roads.')
wCtr = wCtr + 1
im.tooltip('Set the lane width of the trunk and exit roads.')
wCtr = wCtr + 1
im.tooltip('Set the width of the hard shoulder lanes.')
wCtr = wCtr + 1
im.tooltip('Set the width of the central reservation.')
wCtr = wCtr + 1
im.tooltip('Set the inner width of the split section.')
wCtr = wCtr + 1
im.tooltip('Set the outer width of the split section.')
wCtr = wCtr + 1
im.tooltip('Include tread overlays (checked), or not (unchecked).')
if selJct.isCrossings[0] then
end
im.tooltip('Set the number of overlays to be included.')
if im.InputInt("Random Seed Value###4433", selJct.seed, 1) then
end
im.tooltip('Set the random seed for the overlays.')
end
end
im.tooltip('The road condition [0 = clean, 1 = damaged/worn].')
end
im.tooltip('The number of damage patches to include on the road.')
end
im.tooltip('The number of pothole patches to include on the road.')
im.PopItemWidth()
end
im.tooltip('Set the random seed for the junction condition (change to get different wear patterns).')
im.PopStyleVar()
end
im.tooltip('Select a new material for the edge blending.')
im.SameLine()
im.Text(selJct.edgeBlendMat)
im.tooltip('The currently-selected material for the junction edge blending')
im.NextColumn()
end
im.tooltip('The Id of this group.')
wCtr = wCtr + 1
im.PopItemWidth()
im.tooltip('Edit the name of this group.')
wCtr = wCtr + 1
end
im.tooltip('Soft delete - removes this group from the session, but NOT the roads inside the group.')
im.SameLine()
end
im.tooltip('Hard delete - removes this group from the session, AND the roads inside it.')
im.SameLine()
end
im.tooltip('Create a new template profile from the current profile of this road (will appear in templates list, and can be saved from there).')
im.SameLine()
end
im.tooltip('Go to this group.')
im.NextColumn()
end
im.tooltip('Open/close the group templates selection window.')
end
end
im.tooltip('Create a new group template, by drawing a polygon around roads in the session.')
end
end
im.tooltip('Terraform the terrain to the selected group.')
im.SameLine()
end
im.tooltip('Show the proposed terraforming range on the map, for the selected group.')
im.SameLine()
im.SliderInt("###99949", terraParams.domainOfInfluence, 1, 500, "Domain Of Influence (m) %d")
im.tooltip('Set the domain of influence of the terraforming, in meters.')
im.SliderFloat("###99948", terraParams.terraMargin, 0.0, 20.0, "Margin (m) = %.3f")
im.SliderFloat("###99948", terraParams.terraMargin, 0.0, 20.0, "Margin (m) = %.3f")
im.tooltip('Set the terraforming margin (around road), in meters.')
im.PopStyleVar()
im.Checkbox('Load Terrains With Sessions', isLoadTerrain)
im.tooltip('On loading a session, the saved terrain (.png) file will also be loaded to the map (checked), otherwise only the road network data will be loaded (unchecked).')
im.EndTabItem()
wCtr = wCtr + 1
im.tooltip('Sets the width of this lane.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Sets the relative height of the left edge of this lane (height above base).')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Sets the relative height of the right edge of this lane (height above base).')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Sets the width of this lane.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Sets the relative height of the left edge of this lane (height above base).')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('Sets the relative height of the right edge of this lane (height above base).')
im.SameLine()
end
im.tooltip('The elevation at the node, in meters.')
im.SameLine()
im.InputFloat("Rotation", node.rot, 0.25, 0.0)
im.tooltip('The lateral rotation at this node, in degrees.')
if oldRot ~= node.rot[0] then
im.SliderFloat("Arc Rad", node.incircleRad, 1.0, 2.0, "Radius = %.3f")
im.tooltip('The radius of the arc at this node.')
im.PopStyleVar()
end
im.tooltip('Change the name of this template profile.')
im.PopItemWidth()
end
im.tooltip('Select/apply this profile to the selected road.')
im.SameLine()
end
im.tooltip('Edit this template profile (opens edit window), before applying it to a road.')
im.SameLine()
end
im.tooltip('Save this profile template to disk.')
im.SameLine()
end
im.tooltip('Delete this profile template.')
else
end
im.tooltip('Load a profile from disk.')
im.SameLine()
end
im.tooltip('Reset all templates (also removes any loaded templates).')
im.NextColumn()
end
im.tooltip('The lane index (-ve for left lanes, +ve for right lanes).')
im.SameLine()
end
im.tooltip('Remove this lane from profile.')
else
end
im.tooltip('Add a new lane above this lane.')
im.SameLine()
end
im.tooltip('Add a new lane below this lane.')
im.SameLine()
end
im.tooltip('Cycle back through available lane types.')
im.SameLine()
im.Text(lane.type)
im.tooltip('The lane type.')
im.SameLine()
end
im.tooltip('Cycle forward through available lane types.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('The lane width.')
im.PopItemWidth()
wCtr = wCtr + 1
im.tooltip('The relative height of the lane left edge.')
im.PopItemWidth()
wCtr = wCtr + 1
im.tooltip('The relative height of the lane right edge.')
im.PopItemWidth()
end
im.tooltip('The lane index.')
im.SameLine()
end
im.tooltip('Remove this lane from profile.')
else
end
im.tooltip('Add a new lane above this lane.')
im.SameLine()
end
im.tooltip('Add a new lane below this lane.')
im.SameLine()
end
im.tooltip('Cycle back through available lane types.')
im.SameLine()
im.Text(lane.type)
im.tooltip('The lane type.')
im.SameLine()
end
im.tooltip('Cycle forward through available lane types.')
im.SameLine()
wCtr = wCtr + 1
im.tooltip('The lane width.')
im.PopItemWidth()
wCtr = wCtr + 1
im.tooltip('The relative height of the lane left edge.')
im.PopItemWidth()
wCtr = wCtr + 1
im.tooltip('The relative height of the right outer edge.')
im.PopItemWidth()
end
im.tooltip('Select this static mesh.')
im.NextColumn()
end
im.tooltip('Use the selected mesh and return to the main view.')
im.PopItemWidth()
end
im.tooltip('Place this group template in the session.')
im.SameLine()
end
im.tooltip('Save this group template to disk.')
im.Separator()
end
im.tooltip('Load a group template from disk.')
im.SameLine()
end
im.tooltip('Conform the group template to the terrain, upon placing.')
end
end
im.tooltip('Apply vertical offset to imported road network, to sit on existing terrain.')
end
im.tooltip('Apply a custom vertical offset to imported road network.')
im.InputFloat("Offset", importCustomOffset, 0.1, 0.0)
im.tooltip('Sets the custom vertical offset amount.')
im.PopItemWidth()
im.Checkbox("Terraform Terrain To Import", importTT2I)
im.tooltip('Terraform the terrain to fit the imported road network.')
end
im.SliderInt("###49", terraParams.domainOfInfluence, 1, 500, "Domain Of Influence (m) %d")
im.tooltip('Set the domain of influence of the terraforming, in meters.')
im.SliderFloat("###48", terraParams.terraMargin, 0.0, 20.0, "Margin (m) = %.3f")
im.SliderFloat("###48", terraParams.terraMargin, 0.0, 20.0, "Margin (m) = %.3f")
im.tooltip('Set the terraforming margin (around road), in meters.')
im.PopStyleVar()
end
im.tooltip('Import from file.')
else
@/lua/ge/extensions/editor/measuresInspectorHeader.lua
imgui.Text("Size: " .. string.format("%.2f", size.x) .. " x " .. string.format("%.2f", size.y) .. " x " .. string.format("%.2f", size.z))
imgui.tooltip("The size of the selection bounding box, scale included")
end
@/lua/ge/extensions/editor/rallyEditor/pacenotes/measurementsForm.lua
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.tooltip("Automatically select the best intensity variation option based on circle fit quality")
@/lua/ge/extensions/flowgraph/nodes/string/format.lua
end
ui_flowgraph_editor.tooltip(txt)
end
@/lua/ge/extensions/editor/assemblySpline.lua
end
im.tooltip('Add a new assembly spline.')
im.SameLine()
end
im.tooltip(isDrawPolygon and 'Click to stop drawing a selection polygon.' or 'Click to draw a selection polygon, to convert scene objects to an Assembly Spline.')
im.SameLine()
end
im.tooltip('Import assembly splines from a bitmap mask.')
im.SameLine()
end
im.tooltip('Remove all (enabled and not linked) assembly splines from the session.')
else
end
im.tooltip((isLockShape and 'Unlock the shape of the assembly spline to move nodes separately' or 'Lock the shape of the assembly spline to move nodes rigidly'))
else
end
im.tooltip('Export the session as a .PNG mask file. Will not include any disabled Assembly Splines.')
else
im.TextColored(cols.dullWhite, spline.name)
im.tooltip('This assembly spline is linked to a Master Spline. To edit or remove it, first unlink it from within the Master Spline Editor.')
elseif not spline.isEnabled then
im.TextColored(cols.dullWhite, spline.name)
im.tooltip('This assembly spline is disabled. To edit or remove it, first enable it.')
else
end
im.tooltip('Edit the assembly spline name.')
if im.IsItemActive() then
end
im.tooltip('Remove this assembly spline from the session.')
else
end
im.tooltip((spline.isEnabled and 'Disable' or 'Enable') .. ' this assembly spline.')
else
end
im.tooltip('Go to this assembly spline (move camera).')
else
end
im.tooltip((selSpline.isConformToTerrain and 'Unconform' or 'Conform') .. ' the selected assembly spline to the surface below.')
else
end
im.tooltip(tooltipText)
else
end
im.tooltip('Splits the selected assembly spline into two, at the selected node.')
else
end
im.tooltip('Flips the direction of the selected assembly spline (back to front).')
else
end
im.tooltip('Simplifies the selected assembly spline (reduces the number of nodes).')
else
end
im.tooltip('Saves the template of the selected assembly spline to disk.')
else
end
im.tooltip('Sets the selected assembly spline to a template loaded from disk.')
else
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the longitudinal spacing between each component, in meters.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the vertical offset of the components, in meters.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of sag of all bridge components which support sag.')
if im.IsItemActivated() then
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of random jitter to apply to the components, around the local Y-axis (pitch) .')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of random jitter to apply to the components, around the local X-axis (yaw).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of random jitter to apply to the components, around the local Z-axis (roll).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the random seed for the variation properties of the spline (spline jitter, component distribution, and join play).')
if im.IsItemActivated() then
end
im.tooltip('Select The Wooden Fence Preset.')
im.SameLine()
end
im.tooltip('Select The Telegraph Pole Preset.')
im.SameLine()
end
im.tooltip('Select The Metal Crash Barrier Preset.')
im.NextColumn()
im.TextColored(cols.blueB, string.format('[Imported from %d TSStatics]', sourceCount))
im.tooltip('This assembly spline was imported from scene TSStatic objects.')
else -- Show folder selection for non-imported kits.
end
im.tooltip('Select the Assembly Kit folder.')
im.SameLine()
end
im.tooltip('The currently-selected Assembly Kit folder.')
end
end
im.tooltip(mol.getRigidEnabled(selSpline, mesh.id) and 'Do not include this component in the assembly.' or 'Include this component in the assembly.')
im.SameLine()
im.TextColored(cols.purpleB, mesh.fileName)
im.tooltip(mesh.meshPath)
im.SameLine()
im.TextColored(cols.redB, "[root]")
im.tooltip("The root mesh of the molecule.")
elseif isEnabled then
im.TextColored(cols.dullWhite, "[child]")
im.tooltip("A child mesh of the molecule.")
end
end
im.tooltip(mol.getRigidEnabled(selSpline, variation.id) and 'Do not include this variation in the assembly.' or 'Include this variation in the assembly.')
im.SameLine()
im.TextColored(cols.dullWhite, " * " .. variation.fileName)
im.tooltip(variation.meshPath)
im.SameLine()
im.TextColored(cols.dullWhite, "var" .. tostring(j))
im.tooltip("This is variation " .. tostring(j) .. " of the base component.")
im.NextColumn()
end
im.tooltip(mol.getBridgeEnabled(selSpline, mesh.id) and 'Do not include this bridge in the assembly.' or 'Include this bridge in the assembly.')
im.SameLine()
im.TextColored(cols.purpleB, mesh.fileName)
im.tooltip(mesh.meshPath)
im.SameLine()
im.TextColored(cols.redB, string.format("[%s]", aliasName))
im.tooltip("The alias name for this bridge instance.")
im.SameLine()
end
im.tooltip(mol.getBridgeEnabled(selSpline, variation.id) and 'Do not include this variation in the assembly.' or 'Include this variation in the assembly.')
im.SameLine()
im.TextColored(cols.dullWhite, " * " .. variation.fileName)
im.tooltip(variation.meshPath)
im.SameLine()
im.TextColored(cols.dullWhite, "var" .. tostring(j))
im.tooltip("This is variation " .. tostring(j) .. " of the base component.")
im.NextColumn()
end
im.tooltip('Use round robin pattern for this component set.')
wCtr = wCtr + 1
end
im.tooltip('Use random pattern for this component set.')
wCtr = wCtr + 1
end
im.tooltip("Reset to default.")
else
end
im.tooltip("Set the weight for the base component.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default.")
else
end
im.tooltip("Set the weight for variation " .. tostring(j) .. ".")
if im.IsItemActivated() then
end
im.tooltip('Use round robin pattern for this bridge component set.')
wCtr = wCtr + 1
end
im.tooltip('Use random pattern for this bridge component set.')
wCtr = wCtr + 1
end
im.tooltip("Reset to default.")
else
end
im.tooltip("Set the weight for the bridge base component.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default.")
else
end
im.tooltip("Set the weight for bridge variation " .. tostring(j) .. ".")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the Domain Of Influence, in meters.')
im.PopItemWidth()
end
im.tooltip("Reset to default")
else
end
im.tooltip("Reset to default")
else
end
im.tooltip("Reset to default")
else
end
im.tooltip("Reset to default")
else
end
im.tooltip('Terraform the terrain to the selected Assembly Spline.')
else
@/lua/ge/extensions/flowgraph/nodes/gameplay/dragRace/setDragVehicle.lua
end
ui_flowgraph_editor.tooltip(fun.desc)
end
@/lua/ge/extensions/editor/rallyEditor.lua
end
im.tooltip("Generate all freeform notes from structured notes.")
end
im.tooltip(tostring(currentPath.fname))
-- im.SameLine()
@/lua/ge/extensions/editor/missionEditor.lua
end
ui_flowgraph_editor.tooltip("Save unsaved changes for this mission")
else
if editor.uiIconImageButton(editor.icons.save, im.ImVec2(40, 40)) then end
ui_flowgraph_editor.tooltip("No unsaved changes for this mission")
end
if canTeleport then
im.tooltip("Teleports you to the mission start trigger, make mission visible and startable and closes the editor.")
else
else
im.tooltip("Either wrong level loaded, no vehicle for player, or no start trigger for mission.")
end
end
im.tooltip("Mission is currently ".. (instance.unlocks.startable and "startable" or "not startable (locked)".. " (click to toggle)"))
end
im.tooltip("Mission is currently ".. (instance.unlocks.visible and "visible" or "not visible") .. " (click to toggle)")
end
im.tooltip("Edit mission start position")
end
im.tooltip("Open Race Editor")
im.SameLine()
end
im.tooltip("Open Rally Editor")
im.SameLine()
end
im.tooltip(missionData.id)
end
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!")
end
if saveable then
im.tooltip(dumps(lastShownMission.id) .. " to " .. lastShownMission.missionFolder .. "/info.json")
end
end
if lastShownMission then im.tooltip("Deletes the folder " .. lastShownMission.missionFolder.."!") end
if not saveable then im.EndDisabled() end
end
im.tooltip("Can take a few seconds.")
if im.MenuItem1("Show All Mission Issues") then
end
im.tooltip("This will a few seconds, check the log for progress!")
end
im.tooltip("This will a few seconds, check the log for progress!")
im.EndMenu()
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/group.lua
end
im.tooltip("Add group")
end
@/lua/ge/extensions/editor/raceEditor/tools.lua
editor.uiIconImage(editor.icons.check, im.ImVec2(24, 24))
im.tooltip("Found file at "..f)
else
editor.uiIconImage(editor.icons.error_outline, im.ImVec2(24, 24))
im.tooltip("No file at "..f)
end
self:createDecoration(allTransforms)
end im.tooltip("Creates a new group with the decoration")
if lastGroup then
self:createDecoration(allTransforms)
end im.tooltip("Removes the old group and creates a new one.") im.SameLine()
lastGroup = nil
end if lastGroup then im.tooltip("Removes " .. lastGroup.name) end
end
end
im.tooltip("Opens as separate windows to test the current track.\nThe test track will only have debug visualizations.\nYou can return to this editor by closing the test window.")
im.SameLine()
local cpx = im.GetCursorPosX()
im.Text(name) im.SameLine() im.SetCursorPosX(cpx + 90) im.tooltip(tt or "")
if classification[field] then
end
im.tooltip(tt or "")
end
end
im.tooltip(tt or "")
end
@/lua/ge/extensions/editor/dynamicDecals/export.lua
editor.uiIconImageButton(editor.icons.warning, tool.getIconSizeVec2(), editor.color.warning.Value)
im.tooltip("File already exists! Exporting textures will overwrite the file!")
end
@/lua/ge/extensions/editor/dynamicDecals/notification.lua
end
im.tooltip("Remove notification")
im.SameLine()
@/lua/ge/extensions/editor/camPathEditor.lua
if im.IsItemHovered() then
im.tooltip('Offset applied to vehicle center when "Track player vehicle" is enabled:\nX: Right/Left, Y: Forward/Backward, Z: Up/Down (relative to vehicle)')
end
if im.IsItemHovered() then
im.tooltip('Show blue sphere at the tracking point for visualization')
end
if im.IsItemHovered() then
im.tooltip('Reset all tracking offset values to zero')
end
-- if im.IsItemHovered() then
-- im.tooltip('Set consistent speed based on distance between markers')
-- end
if im.IsItemHovered() then
im.tooltip('Smooth out timing jumps while preserving overall pacing')
end
if im.IsItemHovered() then
im.tooltip('Apply stronger smoothing to timing irregularities')
end
if im.IsItemHovered() then
im.tooltip('Add a new camera marker at the current position (Shift+Click in 3D view)')
end
if im.IsItemHovered() then
im.tooltip('Delete Marker')
end
if im.IsItemHovered() then
im.tooltip('Moves the camera to the select marker position')
end
if im.IsItemHovered() then
im.tooltip('Moves camera to marker position and syncs replay to marker time')
end
if im.IsItemHovered() then
im.tooltip('Uses current camera position for the marker')
end
if im.IsItemHovered() then
im.tooltip("The marker's position in the global timeline")
end
if im.IsItemHovered() then
im.tooltip('Time to reach the next marker')
end
if im.IsItemHovered() then
im.tooltip("Set this 'Time To Next' value for all markers")
end
if im.IsItemHovered() then
im.tooltip("Set this 'fov' value for all markers")
end
if im.IsItemHovered() then
im.tooltip("Set this 'Position Smooth' value for all markers")
end
if im.IsItemHovered() then
im.tooltip('Change playback speed at this marker')
end
if im.IsItemHovered() then
im.tooltip("Set this 'Bullet Time' value for all following markers")
end
if im.IsItemHovered() then
im.tooltip("If enabled the marker will automatically rotate toward the player's vehicle")
end
if im.IsItemHovered() then
im.tooltip("Set this 'Track player vehicle' value for all markers")
end
if im.IsItemHovered() then
im.tooltip('This camera move will start already moving')
end
if im.IsItemHovered() then
im.tooltip("Set this 'Moving Start' value for all markers")
end
if im.IsItemHovered() then
im.tooltip('This camera move will not end with a standstill')
end
if im.IsItemHovered() then
im.tooltip("Set this 'Moving End' value for all markers")
end
if im.IsItemHovered() then
im.tooltip('Show camera composition overlay')
end
if im.IsItemHovered() then
im.tooltip(
'Select overlay mode:\n• Rule of Thirds: Classic photography grid with center crosshair\n• 16:9 Aspect: Widescreen format overlay\n• 9:16 Aspect: Portrait/mobile format overlay'
if im.IsItemHovered() then
im.tooltip('New Markers will get the time of the current replay. Starting the path also starts the replay.')
end
end
im.tooltip('Allow the user to override the fov while the path camera is running')
im.SameLine()
end
im.tooltip('The path will repeat when it reaches the end')
im.EndChild()
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/decal.lua
end
im.tooltip("alpha mask rotation in degrees")
im.PopItemWidth()
end
im.tooltip("Change Decal " .. name .. " Texture Path")
im.SameLine()
end
im.tooltip("Remove Decal " .. name .. " Texture Path")
local img = editor.getTempTextureObj(api.getDecalTexturePath(type))
end
im.tooltip("Do not pop up SDF introduction modal again")
end
end
im.tooltip("Inverse Decal Rotation")
end
im.tooltip("Flip decal horizontally.\nEffectively inverses the component of the decal uv value.")
im.PopStyleColor()
end
im.tooltip("Flip decal vertically.\nEffectively inverses the component of the decal uv value.")
im.PopStyleColor()
end
im.tooltip(string.format("Reset to default: %s", dumps({horizontally = true, vertically = true})))
im.SameLine()
if #property.description > 0 then
im.tooltip(property.description)
end
end
im.tooltip("- Click to highlight property -")
end
@/lua/ge/extensions/editor/missionEditor/careerSetup.lua
end
im.tooltip("Copy Rewards")
im.SameLine()
end
im.tooltip("Paste Rewards: " ..dumps(self.copiedRewards))
if not self.copiedRewards then
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/brushStroke.lua
im.ColorButton(string.format("##%s_%s_%s", layer.uid, guiId, "colorpalettemapidbutton"), editor.getTempImVec4_TableTable(col))
im.tooltip("Vehicle color palette color")
end
end
im.tooltip("Flip decal horizontally")
im.PopStyleColor()
end
im.tooltip("Flip decal vertically")
im.PopStyleColor()
end
im.tooltip("alpha mask rotation in degrees")
im.PopItemWidth()
end
im.tooltip("Remove entry")
im.SameLine()
end
im.tooltip("Insert entry")
if k == count then im.EndDisabled() end
end
im.tooltip("Move data point")
if im.IsItemHovered() then
if #property.description > 0 then
im.tooltip(property.description)
end
end
im.tooltip("- Click to highlight property -")
end
@/lua/ge/extensions/editor/mainMenu.lua
end
imgui.tooltip("Will delete all the current level's files found in the user folder (doesn't affect official files)")
end
@/lua/ge/extensions/editor/missionEditor/conditions.lua
end
im.tooltip("use 'any' for any progress key, 'default' for using the default key.")
im.PopItemWidth()
editor.uiIconImageButton(editor.icons.visibility_off, im.ImVec2(24, 24), nil, nil, nil,'##rem'..condition.type..index.."-"..depth)
im.tooltip("This Condition is transient (generated at runtime) and can't be edited.")
im.BeginDisabled()
end
im.tooltip(missionConditions[cType].info or "Missing info for this condition.")
end
end
im.tooltip("leagueIds")
@/lua/ge/extensions/editor/flowgraph/properties.lua
if pin.fixed then
im.Text(pin.name) im.tooltip("Fixed pins name can't be changed.")
else
if pin.fixed then
im.Text(pin.name) im.tooltip("Fixed pins name can't be changed.")
else
end
im.tooltip("Delete this pin.")
im.SameLine()
if ht.tooltip then
im.tooltip(ht.tooltip)
end
end
ui_flowgraph_editor.tooltip("Show this pin")
else
if firstLink then
ui_flowgraph_editor.tooltip("Remove all links to hide this pin.")
else
else
ui_flowgraph_editor.tooltip("Hide this pin")
end
im.TextUnformatted(pin.name)
ui_flowgraph_editor.tooltip(pin.description or "")
im.NextColumn()
im.TextUnformatted(pin.name)
ui_flowgraph_editor.tooltip(pin.description or "")
im.NextColumn()
end
ui_flowgraph_editor.tooltip("Deletes this graph.")
if im.Button("Clear Graph") then
end
ui_flowgraph_editor.tooltip("Clears all nodes and links in this graph.")
if im.Button("Copy Graph") then
end
ui_flowgraph_editor.tooltip("Creates a copy of this graph.")
if graph.type == "graph" and graph.parentId ~= nil then
end
ui_flowgraph_editor.tooltip("Converts this Subgraph and all its children to Macro")
end
@/lua/ge/extensions/flowgraph/basenode.lua
im.Text(string.format(" (+%d)",hiddenCount))
--ui_flowgraph_editor.tooltip(hiddenCount .. " hidden pins")
im.EndDisabled()
im.Text(txt)
--ui_flowgraph_editor.tooltip(hiddenCount .. " hidden pins")
im.EndDisabled()
@/lua/ge/extensions/editor/dynamicDecals/colorHistory.lua
end
im.tooltip("Remove color from history")
end
@/lua/ge/extensions/editor/terrainMaterialsEditor.lua
end
im.tooltip("Remove " .. label)
im.PopID()
end
im.tooltip("Automatically change all texture paths for a new set according to file name")
end
im.tooltip("Browse for new texture")
im.SameLine()
end
im.tooltip("Browse for new texture")
im.PopID()
)
if tooltip then im.tooltip(tooltip) end
)
if tooltip then im.tooltip(tooltip) end
im.PopItemWidth()
im.tooltip("Distance to begin fading into the Near value")
im.PopItemWidth()
im.tooltip("Distance of near value")
im.PopItemWidth()
im.tooltip("Distance of far value")
im.PopItemWidth()
im.tooltip("Distance where the far value has completed faded")
if terrainMtlCopyProxy.diffuseMap ~= "" then
im.tooltip(terrainMtlCopyProxy.diffuseMap)
end
end
im.tooltip("Remove diffuse map")
local cursorPosX = im.GetCursorPosX()
if terrainMtlCopyProxy.macroMap ~= "" then
im.tooltip(terrainMtlCopyProxy.macroMap)
end
end
im.tooltip("Remove macro map")
im.PushItemWidth(itemWidth)
if terrainMtlCopyProxy.detailMap ~= "" then
im.tooltip(terrainMtlCopyProxy.detailMap)
end
end
im.tooltip("Remove detail map")
im.PushItemWidth(itemWidth)
if terrainMtlCopyProxy.normalMap ~= "" then
im.tooltip(terrainMtlCopyProxy.normalMap)
end
end
im.tooltip("Remove normal map")
im.PushItemWidth(itemWidth)
end
im.tooltip("Upgrade Terrain Materials to the new PBR pipeline.")
else
end
im.tooltip("Apply changes to the Terrain Material Texture Set object.")
end
@/lua/ge/extensions/editor/assetManagementTool.lua
end
imgui.tooltip("Pick a target path")
imgui.tooltip("Remove item")
imgui.PopStyleColor()
imgui.tooltip("Pick a target path")
end
end
imgui.tooltip("Save the current list to a json file to process later")
imgui.SameLine()
end
imgui.tooltip("Load list from a json file. Will merge items with the current list")
imgui.SameLine()
end
imgui.tooltip("Clear the current list")
end
imgui.tooltip("Pick a scan path")
end
imgui.tooltip("Pick a scan path")
@/lua/ge/extensions/editor/sceneTree.lua
if imgui.ImGuiTextFilter_IsActive(instance.nameFilter) then
imgui.tooltip("ID: " .. node.id .. " Parent: " .. (node.parent.name or ""))
end
@/lua/ge/extensions/editor/dragRaceEditor/dragSettings.lua
-- Remove functionality would go here
im.tooltip("Remove functionality not yet implemented")
end
if im.IsItemHovered() then
im.tooltip(string.format("Name: %s\nType: %s", settingsFile.name, settingsFile.type))
end
if im.IsItemHovered() then
im.tooltip("Enable to use prefab for this component")
end
@/lua/ge/extensions/editor/util/editorElementHelper.lua
if e.displayOptions.tooltip then
im.tooltip(e.displayOptions.tooltip)
end
editor.uiIconImage(editor.icons.star, imVec16x16 ,imVec4TransparentWhite)
im.tooltip("Associated to star " .. dumps(e.displayOptions.associatedStars))
end
if type(e.displayOptions) == 'string' then
im.tooltip(e.displayOptions)
elseif displayOpts.tooltip then
elseif displayOpts.tooltip then
im.tooltip(displayOpts.tooltip)
end
if im.IsItemHovered() then
im.tooltip(e._translated)
end
if e.displayOptions.valueTooltips and e.displayOptions.valueTooltips[v] then
im.tooltip(e.valueTooltips[v])
end
end
im.tooltip("Doesnt check if this value is already the default.")
editor.uiIconImage(editor.icons.check, imVec24x24, imVec4Green)
im.tooltip("Found file at " .. file)
else
editor.uiIconImage(editor.icons.error_outline, imVec24x24, imVec4Red)
im.tooltip("No file at " .. file)
end
editor.uiIconImage(editor.icons.check, imVec24x24, imVec4Green)
im.tooltip(e.foundFile)
im.SameLine()
editor.uiIconImage(editor.icons.warning, imVec24x24,imVec4Yellow )
im.tooltip("This file is optional: "..files)
im.SameLine()
editor.uiIconImage(editor.icons.error_outline, imVec24x24,imVec4Red )
im.tooltip("Requiring one of these files: " .. files)
im.SameLine()
end
im.tooltip("Saves to " .. ffi.string(e.ac))
end
end
im.tooltip("Saves to " .. ffi.string(e.ac))
end
if e.valueTooltips[v] then
im.tooltip(e.valueTooltips[v])
end
local function decoHeaderDraw(e, ctd) im.PushFont3("cairo_regular_medium") im.TextColored(e.color, e.text) im.PopFont() end
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))
@/lua/ge/extensions/editor/dynamicDecalsTool.lua
end
if button.tooltip then im.tooltip(button.tooltip) end
end
end
im.tooltip("About")
im.SameLine()
end
im.tooltip("Documentation")
im.SameLine()
end
im.tooltip("Preferences")
im.SameLine()
end
im.tooltip("Load")
im.SameLine()
end
im.tooltip("Save as...")
end
im.tooltip(string.format("Save project\nOverwrites %s", currentProjectFile))
if ext == "" then im.EndDisabled() end
end
im.tooltip("Browser")
end
im.tooltip("Toggle 'Use Surface Normal' setting\nIf enabled the tool calculates a normal based on the vehicle mesh.")
im.SameLine()
end
im.tooltip(string.format("Toggle 'Use Mouse Position' setting\n%s", api.settingsFlags.UseMousePos.description))
end
im.tooltip("Decal tool")
end
im.tooltip("Brush Stroke tool")
end
im.tooltip("Path tool")
end
im.tooltip("Move tool")
end
end
im.tooltip("Rotate tool")
end
end
im.tooltip("Scale tool")
end
im.InputText(string.format("##sectionsOrderPrefs_%s_nameInput", section.name), editor.getTempCharPtr(section.name), nil, im.InputTextFlags_ReadOnly)
im.tooltip("read-only")
im.PopItemWidth()
@/lua/ge/extensions/editor/raceEditor/trackLayout.lua
self:changeField("defaultLaps",math.max(laps[0], 1))
end im.tooltip("How many laps this track has by default. Open tracks can not have more than 1 lap.")
local classification = self.path:classify()
im.Text("Classification:") im.tooltip("These fields show you how your track is classified. The values depend on your track layout\nas well as what values you have set for the fields above.")
self:displayClassification(classification, "Reversible: ", 'reversible', "If the track can be reversed. Possible if both the Default Starting Position\nand Reverse Starting Positions are set, as well as the End Node for open tracks.")
local cpx = im.GetCursorPosX()
im.Text(name) im.SameLine() im.SetCursorPosX(cpx + 90) im.tooltip(tt or "")
if classification[field] then
end
im.tooltip(tt or "")
end
end
im.tooltip(tt or "")
end
@/lua/ge/extensions/editor/levelValidator.lua
end
im.tooltip("Find issues in this level (may take a few seconds)")
end
im.tooltip("Toggle visibility of ignored objects")
end
@/lua/ge/extensions/editor/materialEditor.lua
end
im.tooltip(tostring(#items) .. " issue(s)")
end
im.tooltip("Remove " .. label)
im.PopID()
end
im.tooltip("Open file dialog")
im.SameLine()
end
im.tooltip("Open in explorer")
end
im.tooltip("Open file dialog")
im.SameLine()
if tooltip then
im.tooltip(tooltip .. "\n" .. selectedCubemapObj:getField("cubeFace", index))
else
else
im.tooltip(selectedCubemapObj:getField("cubeFace", index))
end
im.PopItemWidth()
im.tooltip("None = Material doesn't use any reflection information\nLevel = Material uses reflection information from the level\nCubemap = Material uses reflection information from a custom cubemap")
if residesInJson then
im.tooltip("Edit current material's name.\nChanges won't take effect until reloading the map.")
else
end
im.tooltip("Enable to pick a material from a mesh.")
im.NextColumn()
if disabled then im.EndDisabled() end
im.tooltip(currentMaterial.activeLayers >= maxLayers and "You can't have more than " .. tostring(maxLayers) .. " layers" or "Add layer")
im.SameLine()
if disabled then im.EndDisabled() end
im.tooltip(currentMaterial.activeLayers <= 1 and "You have to have at least one layer" or "Remove layer")
im.NextColumn()
end
im.tooltip("Background Color")
im.SetCursorPos(cPosB)
end
im.tooltip("Background Color")
im.SetCursorPos(cPosB)
end
im.tooltip("New material")
end
im.tooltip("Open materials by tag window")
end
im.tooltip("Reload textures of current material")
if residesInJson then
im.tooltip("Delete current material.\nChanges won't take effect until reloading the map.")
else
end
im.tooltip("Pick an Object From Scene To Show its Materials")
end
im.tooltip("Shows All Loaded Materials")
end
im.tooltip("Enable to pick a material from a mesh.")
im.PopStyleColor()
end
im.tooltip("Refresh Preview Mesh List\n\nThe tool fetches all dae files from `\\art\\shapes\\material_preview`")
im.PopItemWidth()
editor.uiIconImageButton(editor.icons.warning, im.ImVec2(v.inputWidgetHeight, v.inputWidgetHeight), editor.color.warning.Value)
im.tooltip("The selected object either has no materials assigned to it or all the materials were auto-generated and can't be changed using the material editor.")
end
end
im.tooltip("Save current material")
end
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
if im.Button("|<",style.thinButtonSize) then tbFunctions.navigate('first') end
im.tooltip(translateLanguage("ui.trackBuilder.selection.first", "Select First Piece"))
im.SameLine()
if im.Button("<",style.thinButtonSize) then tbFunctions.navigate(-1) end
im.tooltip(translateLanguage("ui.trackBuilder.selection.previous", "Select Previous Piece"))
im.SameLine()
end
im.tooltip(translateLanguage("ui.trackBuilder.camera.focus", 'Focus camera on selected piece'))
im.SameLine()
if im.Button(">",style.thinButtonSize) then tbFunctions.navigate(1) end
im.tooltip(translateLanguage("ui.trackBuilder.selection.next", "Select Next Piece"))
im.SameLine()
if im.Button(">|",style.thinButtonSize) then tbFunctions.navigate('last') end
im.tooltip(translateLanguage("ui.trackBuilder.selection.last", "Select Last Piece"))
end
end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.modify", "Modify"))
im.SameLine()
end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.remove", "Remove"))
im.SameLine()
end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.reset", "Reset"))
if hasInterpolation then
dragDropSourceTextureSet(name, set)
im.tooltip(name)
if i % 3 ~= 0 and i ~= materialSettings.texteSetsSize then im.SameLine() end
dragDropSourceGlowMap(name, glowMap)
im.tooltip(name)
if i % 3 ~= 0 and i ~= materialSettings.glowMapsSize then im.SameLine() end
if im.Button("<##bank",style.slimButtonSize) then tbFunctions.modifierShift('bank',-1) end
im.tooltip('Shift Modifier Back')
im.SameLine()
if im.Button(">##bank",style.slimButtonSize) then tbFunctions.modifierShift('bank',1) end
im.tooltip('Shift Modifier Forward')
if im.Button("<##height",style.slimButtonSize) then tbFunctions.modifierShift('height',-1) end
im.tooltip('Shift Modifier Back')
im.SameLine()
if im.Button(">##height",style.slimButtonSize) then tbFunctions.modifierShift('height',1) end
im.tooltip('Shift Modifier Forward')
if im.Button("<##width",style.slimButtonSize) then tbFunctions.modifierShift('width',-1) end
im.tooltip('Shift Modifier Back')
im.SameLine()
if im.Button(">##width",style.slimButtonSize) then tbFunctions.modifierShift('width',1) end
im.tooltip('Shift Modifier Forward')
end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.morning", "Morning"))
end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.noon", "Noon"))
end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.night", "Night"))
im.TextColored(style.textColor,translateLanguage("ui.trackBuilder.trackSettings.azimuth", 'Azimuth'))
end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.reset", "Reset"))
dimensions = obstacleInfo[name].dimensions or 3
end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.reset", "Reset"))
end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.reset", "Reset"))
end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.addObstacle", "Add obstacle"))
end
end
im.tooltip(translateLanguage("ui.trackBuilder.advanced.splitPiece", "Split Piece"))
end
end
im.tooltip(translateLanguage("ui.trackBuilder.advanced.splitPiece", "Split Piece"))
im.tooltip("Split Piece")
im.tooltip(translateLanguage("ui.trackBuilder.advanced.splitPiece", "Split Piece"))
im.tooltip("Split Piece")
end
end
im.tooltip(translateLanguage("ui.trackBuilder.base.delete", "Delete Current Segment"))
end
end
im.tooltip(translateLanguage("ui.trackBuilder.base.closeTrack", "Close Track"))
end
end
if im.IsItemHovered() then im.tooltip(items[v].name) end
end
end
if im.IsItemHovered() then im.tooltip(paintModes[name].tooltip) end
im.SameLine()
if im.Button("<##"..name,style.slimButtonSize) then tbFunctions.modifierShift(name,-1) end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.shiftBack", "Shift Modifier Back"))
im.SameLine()
if im.Button(">##"..name,style.slimButtonSize) then tbFunctions.modifierShift(name,1) end
im.tooltip(translateLanguage("ui.trackBuilder.tooltip.shiftForward", "Shift Modifier Forward"))
im.SameLine()
end
im.tooltip(translateLanguage("ui.trackBuilder.base.testDrive",'Starts from the selected Piece'))
-- end
-- if im.IsItemHovered() then im.tooltip(menuItems[v].name) end
-- end
-- end
-- if im.IsItemHovered() then im.tooltip(additionalMenuItems[v].name) end
-- end
@/lua/ge/extensions/editor/dynamicDecals/textures.lua
end
im.tooltip(string.format("%s\nDouble-click to set texture as color texture\nLMB to select texture\nCtrl+LMB Add texture to selection\nRMB to open context menu", fileName))
im.SameLine()
end
im.tooltip("Docs")
im.SameLine()
end
im.tooltip("Preferences")
im.SameLine()
end
im.tooltip("Open Textures Directory")
im.SameLine()
end
im.tooltip("Remove tag")
im.SameLine()
end
im.tooltip("Add tag")
im.NextColumn()
end
im.tooltip("Remove tag")
im.SameLine()
end
im.tooltip("Add tag")
im.NextColumn()
@/lua/ge/extensions/editor/trafficManager.lua
end
im.tooltip("Launches the Vehicle Groups tool, where you can create, edit, and save vehicle groups.")
end
local tip = options.vehicleGroupMode[0] == 2 and "Vehicle group amount." or "Multiplier of the currently selected vehicle to spawn."
im.tooltip(tip)
local tip = options.vehicleGroupEnabled[0] and "Spawns the vehicle group under the current camera view." or "Spawns the vehicle under the current camera view."
im.tooltip(tip)
end
local tip = options.vehicleGroupEnabled[0] and "Enables clicking in the world to spawn the vehicle group." or "Enables clicking in the world to spawn the vehicle."
im.tooltip(tip)
end
end
im.tooltip(session.vehicles[nameId].locked and "Unlock Object" or "Lock Object")
im.NextColumn()
end
im.tooltip("Enter Vehicle")
im.NextColumn()
end
im.tooltip("Start AI")
im.SameLine()
end
im.tooltip("Stop AI")
if not isDrivable then im.EndDisabled() end
end
im.tooltip("Reset")
im.SameLine()
end
im.tooltip("Delete")
end
im.tooltip("Save Home Position")
im.SameLine()
end
im.tooltip("Duplicate")
editor.uiIconImage(sessionData._tempData.varCurrentId and editor.icons.check or editor.icons.close, imSizes.small)
im.tooltip("Variable: currentId")
im.SameLine()
editor.uiIconImage(sessionData._tempData.varPlayerId and editor.icons.check or editor.icons.close, imSizes.small)
im.tooltip("Variable: playerId")
end
im.tooltip("If true, this vehicle will automatically respawn if it drives away from the camera view.")
end
end
im.tooltip("Set Transform from Camera")
im.SameLine()
end
im.tooltip("Set Transform with Mouse (Shift key also works)")
end
im.tooltip("Start AI")
im.SameLine()
end
im.tooltip("Stop AI")
im.SameLine()
end
im.tooltip("Reset Objects")
im.SameLine()
end
im.tooltip("Delete Objects")
end
im.tooltip("Places a new traffic light marker here.")
im.EndChild()
end
im.tooltip("Set Transform from Camera")
im.SameLine()
end
im.tooltip("Set Transform with Mouse (Shift key also works)")
im.SameLine()
end
im.tooltip("Delete")
if state.state == "redTrafficLight" then
im.tooltip("This is usually the delay time until the next signal phase starts.")
end
im.PopItemWidth()
im.tooltip("Set to positive to delay start, or negative to skip ahead of start.")
end
im.tooltip("Places and links a standard traffic light object.")
end
end
im.tooltip("Add Object to List")
end
im.tooltip("Remove Object from List")
end
im.tooltip("View")
im.NextColumn()
end
im.tooltip("Play")
im.SameLine()
end
im.tooltip("Stop")
im.SameLine()
end
im.tooltip("Delete Lights")
end
im.tooltip("Launches the Traffic Signals Editor, for advanced setup of signals.")
im.Checkbox("Keep Original Traffic Lights from Map##trafficManager", options.signalsKeepOriginal)
im.tooltip("If true, the traffic lights from the map stay the same while the custom ones are used.")
im.PopStyleColor(2)
im.tooltip("Spawns the sign under the current camera view.")
end
im.tooltip("Enables clicking in the world to spawn the sign.")
end
im.tooltip(windows[key].name)
im.SameLine()
end
im.tooltip("Save Session")
im.SameLine()
end
im.tooltip("Load Session")
@/lua/ge/extensions/ui/console.lua
end
im.tooltip("Clear console")
-- im.TextUnformatted(string.format("upd=%.3fms add=%.3fms", rollAvgCalc(rollAvgUpdate), rollAvgCalc(rollAvgAdd)) )
end
im.tooltip(fullscreen and "Exit fullscreen" or "Go fullscreen")
end
im.tooltip("Error")
im.SameLine()
end
im.tooltip("Warning")
im.SameLine()
end
im.tooltip("Info")
im.SameLine()
end
im.tooltip("Debug")
im.SameLine()
end
im.tooltip("Other")
im.SameLine()
end
im.tooltip("Enable Vehicle control while Console window is open")
im.SameLine()
end
im.tooltip("Force scroll bar down")
im.SameLine()
-- im.TextUnformatted("(?)")
--im.tooltip(helpstr)
-- if v ~= 2 and im.GetContentRegionAvailWidth() < im.CalcTextSize(tostring(v)).x then
-- im.tooltip(tostring(v))
-- end
-- if v ~= 2 and im.GetContentRegionAvailWidth() < im.CalcTextSize(tostring(v)).x then
-- im.tooltip(tostring(v))
-- end
if tooltipOnLongTxt[0] then
im.tooltip(chunk)
end
if tooltipOnLongTxt[0] then
im.tooltip(tostring(v))
end
-- -- end
-- -- im.tooltip("Error")
-- -- im.SameLine()
@/lua/ge/extensions/flowgraph/nodes/states/transitionStack.lua
im.Text("(Stack)")
ui_flowgraph_editor.tooltip(dumps(self._stack))
else
@/lua/ge/extensions/flowgraph/nodes/util/customLua.lua
end
ui_flowgraph_editor.tooltip(customNodes[self.name] and "OVERWRITE existing node in library" or "Save node to library")
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!")
end
im.Text(code)
ui_flowgraph_editor.tooltip(codeDescription[code])
local buff = im.ArrayChar(bufLen, self.code[code] or "")
@/lua/ge/extensions/editor/api/valueInspector.lua
if nil ~= oldStrRef then self.inputTextValue = oldStrRef end
imgui.tooltip("This field's type: '".. fieldType .."' is not known by Inspector, hence a default text input editor was provided")
end
@/lua/ge/extensions/editor/decalSpline.lua
end
im.tooltip('Add a new decal spline.')
im.SameLine()
end
im.tooltip('Import decal splines from a bitmap mask.')
im.SameLine()
end
im.tooltip('Remove all (enabled and not linked) decal splines from the session.')
else
end
im.tooltip((isLockShape and 'Unlock the shape of the decal spline to move nodes separately' or 'Lock the shape of the decal spline to move nodes rigidly'))
else
end
im.tooltip('Export the session as a .PNG mask file. Will not include any disabled Decal Splines.')
else
end
im.tooltip('Saves Decal State to disk.')
else
im.TextColored(cols.dullWhite, spline.name)
im.tooltip('This decal spline is linked to a Master Spline. To edit or remove it, first unlink it from within the Master Spline Editor.')
elseif not spline.isEnabled then
im.TextColored(cols.dullWhite, spline.name)
im.tooltip('This decal spline is disabled. To edit or remove it, first enable it.')
else
end
im.tooltip('Edit the decal spline name.')
if im.IsItemActive() then
end
im.tooltip('Remove this decal spline from the session.')
else
end
im.tooltip((spline.isEnabled and 'Disable' or 'Enable') .. ' this decal spline.')
else
end
im.tooltip('Go to this decal spline (move camera).')
else
end
im.tooltip('Splits the selected decal spline into two, at the selected node.')
else
end
im.tooltip('Flips the direction of the selected decal spline (back to front).')
else
end
im.tooltip('Simplifies the selected decal spline (reduces the number of nodes).')
else
end
im.tooltip('Saves the template of the selected decal spline to disk.')
else
end
im.tooltip('Sets the selected decal spline to a template loaded from disk.')
else
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the longitudinal spacing between each decal component.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of random jitter to apply to the decal components.')
if im.IsItemActivated() then
end
im.tooltip('Select a new material for Component 1.')
im.SameLine()
im.TextColored(cols.redB, ('[' ..selSpline.component1Material .. ']') or '[Not Set]')
im.tooltip('The currently-selected material for Component 1.')
im.NextColumn()
end
im.tooltip('Enable/Disable Component 2.')
im.SameLine()
end
im.tooltip('Select a new material for Component 2.')
im.SameLine()
im.TextColored(cols.redB, ('[' ..selSpline.component2Material .. ']') or '[Not Set]')
im.tooltip('The currently-selected material for Component 2.')
im.NextColumn()
end
im.tooltip('Enable/Disable Component 3.')
im.SameLine()
end
im.tooltip('Select a new material for Component 3.')
im.SameLine()
im.TextColored(cols.redB, ('[' ..selSpline.component3Material .. ']') or '[Not Set]')
im.tooltip('The currently-selected material for Component 3.')
im.NextColumn()
end
im.tooltip('Enable/Disable Component 4.')
im.SameLine()
end
im.tooltip('Select a new material for Component 4.')
im.SameLine()
im.TextColored(cols.redB, ('[' ..selSpline.component4Material .. ']') or '[Not Set]')
im.tooltip('The currently-selected material for Component 4.')
im.NextColumn()
end
im.tooltip('Use a round robin pattern for the decal components.')
im.SameLine()
end
im.tooltip('Use a random pattern for the decal components.')
im.NextColumn()
end
im.tooltip("Reset to default")
else
end
im.tooltip("Set the random seed for the decal components.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip("Set the weight (similar to probability) of component 1.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip("Set the weight (similar to probability) of component 2.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip("Set the weight (similar to probability) of component 3.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip("Set the weight (similar to probability) of component 4.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the number of rows of Component 1.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the number of columns of Component 1.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the frame of Component 1 (after tiling by the number of rows and columns).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the scale of Component 1.')
if im.IsItemActivated() then
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the number of rows of Component 2.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the number of columns of Component 2.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the frame of Component 2 (after tiling by the number of rows and columns).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the scale of Component 2.')
if im.IsItemActivated() then
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the number of rows of Component 3.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the number of columns of Component 3.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the frame of Component 3 (after tiling by the number of rows and columns).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the scale of Component 3.')
if im.IsItemActivated() then
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the number of rows of Component 4.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the number of columns of Component 4.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the frame of Component 4 (after tiling by the number of rows and columns).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the scale of Component 4.')
if im.IsItemActivated() then
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
@/lua/ge/extensions/editor/missionEditor/previewChecker.lua
editor.uiIconImage(editor.icons.check, imVec24x24, imVec4Green)
im.tooltip(self.previewFile)
im.SameLine()
end
im.tooltip("Correct Size for preview image should be 1920 x 1080 px, is " .. self.previewImage.size.x .." x " .. self.previewImage.size.y .." px.")
else
editor.uiIconImage(editor.icons.error_outline, imVec24x24, imVec4Red)
im.tooltip("Requires a .png, .jpg or .jpeg file named 'preview' in the mission folder")
end
editor.uiIconImage(editor.icons.check, imVec24x24, imVec4Green)
im.tooltip(self.thumbFile)
im.SameLine()
end
im.tooltip("Correct Size for thumbnail image should be 200 x 200 px, is " .. self.thumbImage.size.x .." x " .. self.thumbImage.size.y .." px.")
else
editor.uiIconImage(editor.icons.error_outline, imVec24x24, imVec4Red)
im.tooltip("Requires a .png, .jpg or .jpeg file named 'thumbnail' in the mission folder. Will use Preview otherwise.")
end
@/lua/ge/extensions/editor/multiSpawnManager.lua
end
im.tooltip("User defined vehicle selections.")
im.SameLine()
end
im.tooltip("Auto generated vehicle selections.")
im.Dummy(dummy)
end
im.tooltip("Remove Tag")
im.SameLine()
im.PopItemWidth()
im.tooltip("Latest model year to include when generating the vehicle group.")
im.PopItemWidth()
im.tooltip("Country name; allows domestic vehicles to be selected more often.")
im.PopItemWidth()
im.tooltip("Minimum population required for model / config to be usable (useful for filtering out super rare configs).")
im.PopItemWidth()
im.tooltip("Exponent to apply to population; lower values mean that the model will be less biased to be selected by its base population value.")
im.PopItemWidth()
im.tooltip("Exponent to apply to population; lower values mean that the config will be less biased to be selected by its base population value.")
im.PopItemWidth()
im.tooltip("Population multiplier after vehicle insertion; use low values to prevent repeat models / configs.")
@/lua/ge/extensions/editor/trafficDebug.lua
im.PopItemWidth()
im.tooltip("Use negative values to remove vehicles.")
im.SameLine()
im.PopItemWidth()
im.tooltip("Use negative values to remove vehicles.")
im.SameLine()
im.PopItemWidth()
im.tooltip("Sets the maximum amount of active (visible) traffic vehicles.")
im.PopItemWidth()
im.tooltip("Sets how often traffic vehicles will respawn.")
im.PopItemWidth()
im.tooltip("Sets the average direction of traffic vehicles (-1 = away from you, 1 = towards you).")
im.PopItemWidth()
im.tooltip("Sets how risky the general driving behavior should be.")
end
im.tooltip("Sets a strict speed limit for traffic vehicles (-1 = auto).")
end
im.tooltip("If true, AI will try to avoid collisions with other vehicles.")
end
im.tooltip("If true, random events can happen (such as lawless drivers).")
im.PopItemWidth()
im.tooltip("Sets the maximum amount of active (visible) parked vehicles.")
im.PopItemWidth()
im.tooltip("Sets the general probability of any parking spot being used for parked cars to spawn into.")
im.PopItemWidth()
im.tooltip("Sets how neatly the parked cars will be placed.")
im.PopItemWidth()
im.tooltip("Sets the precision needed to count as valid parking.")
end
end
im.tooltip("Enables or disables the vehicle respawning by itself if out of sight.")
end
im.tooltip("Enables or disables the player switching to or entering the vehicle.")
end
im.tooltip("Displays vehicle data in the developer console (press [~]).")
@/lua/ge/extensions/editor/decalEditor.lua
end
im.tooltip("Create Decal Template")
im.SameLine()
if disabled then im.EndDisabled() disabled = false end
im.tooltip("Delete Template")
im.SameLine()
if disabled then im.EndDisabled() disabled = false end
im.tooltip("Save current Template")
im.SameLine()
end
im.tooltip("Save all Templates")
if disabled then im.EndDisabled() end
im.tooltip("Delete Instance")
@/lua/ge/extensions/editor/rallyEditor/static.lua
end
im.tooltip("Save notebook and reload system pacenotes from disk")
im.Text("Compositor: " .. lang)
im.tooltip("System pacenotes are loaded from:\n/lua/ge/extensions/gameplay/rally/compositors/"..lang.."/compositor.lua")
end
end
im.tooltip(tooltipStr)
im.NextColumn()
-- end
-- im.tooltip(tooltipStr)
-- im.SameLine()
-- end
-- im.tooltip(tooltipStr)
-- im.SameLine()
-- im.NextColumn()
-- -- im.tooltip(fname)
-- end
@/lua/ge/extensions/editor/dynamicDecals/helper.lua
editor.uiIconImage(editor.icons.info_outline, im.ImVec2(tool.getIconSize(), tool.getIconSize()))
im.tooltip(msg)
end
@/lua/ge/extensions/editor/gen/exp_solidflex.lua
end
im.tooltip('Default scale')
]]
@/lua/common/extensions/ui/flowgraph/editor.lua
local function tooltip(message)
if editor_flowgraphEditor.allowTooltip then
im.Text("Locked Type")
ui_flowgraph_editor.tooltip("Type Locked (viewmode to debug to change)")
im.SameLine()
im.Text("Merging")
ui_flowgraph_editor.tooltip("Dictates what happens when multiple values will be set in the same frame.")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Checking this will show this variable in the Tool Window.")
end
ui_flowgraph_editor.tooltip("Checking this will keep the variables value after stopping the execution, instead of resetting to its base value.")
end
@/lua/ge/extensions/editor/flowgraph/references.lua
end
im.tooltip(modeData.tooltip)
end
end
ui_flowgraph_editor.tooltip("Inspect Node")
if n.nodeName == self.inspectedNode then
end
ui_flowgraph_editor.tooltip("Open Project")
@/lua/ge/extensions/editor/audioRibbonEditor.lua
end
im.tooltip('Add a new ribbon (allows user to draw left/right edge node pairs with mouse).')
im.SameLine()
end
im.tooltip('Remove all ribbons from the list.')
else
end
im.tooltip((isLockShape and 'Unlock the shape of the ribbon (to move nodes separately)' or 'Lock the shape of the ribbon (to move nodes rigidly)'))
else
end
im.tooltip('Switch the translational gizmo ' .. (isGizmoActive and 'off' or 'on') .. ' (can also press ALT to toggle).')
else
ribbon.name = ffi.string(nameBinding)
im.tooltip('Edit the name of this ribbon.')
if im.IsItemActive() then
im.TextColored(cols.dullWhite, ribbon.name)
im.tooltip('This ribbon is disabled. To edit or remove it, first enable it.')
end
end
im.tooltip('Remove this ribbon from the list.')
else
end
im.tooltip(ribbon.isEnabled and 'Disable this ribbon (will not emit audio).' or 'Enable this ribbon.')
im.NextColumn()
end
im.tooltip('Go to this ribbon.')
else
end
im.tooltip('Conform the ribbon to the surface below.')
im.SameLine()
end
im.tooltip(selRibbon.isAmbient and 'Use 4 emitters on a (+) grid.' or 'Use single emitter (for ambient sources).')
im.SameLine()
end
im.tooltip(selRibbon.isUpRibbon and 'Make ribbon point upwards.' or 'Make ribbon point downwards.')
im.SameLine()
end
im.tooltip(selRibbon.isTopActive and 'Use the bottom face of the ribbon as the active surface.' or 'Use the top face of the ribbon as the active surface.')
else
end
im.tooltip(selRibbon.isQuadAndVolume and 'Use a 2D surface (top or bottom).' or 'Use a 3D volume (the ribbon volume).')
else
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the speed of the ribbon, in meters per second.')
im.PopItemWidth()
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the depth of the ribbon, in meters.')
im.PopItemWidth()
if isAmbient then
im.tooltip('Toggle mute/unmute the ambient emitter for this ribbon.')
else
else
im.tooltip('Toggle mute/unmute the front emitter for this ribbon.')
end
end
im.tooltip('Toggle mute/unmute the rear emitter for this ribbon.')
else
end
im.tooltip('Toggle mute/unmute the left emitter for this ribbon.')
else
end
im.tooltip('Toggle mute/unmute the right emitter for this ribbon.')
else
end
im.tooltip('Edit the event path for the front emitter of this ribbon.')
else
end
im.tooltip('Edit the event path for the ambient emitter of this ribbon.')
end
end
im.tooltip('Edit the event path for the rear emitter of this ribbon.')
else
end
im.tooltip('Edit the event path for the left emitter of this ribbon.')
else
end
im.tooltip('Edit the event path for the right emitter of this ribbon.')
else
@/lua/ge/extensions/editor/dynamicDecals/vehicleColorPalette.lua
end
im.tooltip("Picks a random color for each color palette from the color presets table and applies it.")
end
im.tooltip("Save the current color palettes")
end
im.tooltip("Remove color palette")
im.SameLine()
end
im.tooltip("Load color palettes")
end
im.tooltip("Open editor preferences window")
end
im.tooltip("Switch with color palette 3")
if editor.uiIconImageButton(editor.icons.arrow_drop_down, tool.getIconSizeVec2(), nil, nil, nil, "##colorPalette1_DownButton") then
end
im.tooltip("Switch with color palette 2")
im.NextColumn()
end
im.tooltip("Randomize color. Picks a random color from the color presets and applies it.")
end
im.tooltip("Switch with color palette 1")
if editor.uiIconImageButton(editor.icons.arrow_drop_down, tool.getIconSizeVec2(), nil, nil, nil, "##colorPalette2_DownButton") then
end
im.tooltip("Switch with color palette 3")
im.NextColumn()
end
im.tooltip("Randomize color. Picks a random color from the color presets and applies it.")
end
im.tooltip("Switch with color palette 2")
if editor.uiIconImageButton(editor.icons.arrow_drop_down, tool.getIconSizeVec2(), nil, nil, nil, "##colorPalette3_DownButton") then
end
im.tooltip("Switch with color palette 1")
im.NextColumn()
end
im.tooltip("Randomize color. Picks a random color from the color presets and applies it.")
end
im.tooltip("Remove color palette")
im.SameLine()
@/lua/ge/extensions/editor/iconOverview.lua
end
imgui.tooltip(v)
i = i + 1
@/lua/ge/extensions/editor/gen/ui.lua
end
if list.text then im.tooltip(list.text) end
end
if lbl then
im.tooltip(lbl)
end
-- title = title + (D.forRoad() and ' road' or ' base') -- (D.out.inconform or W.out.inconformm) and 'Restore' or 'Conform'
im.tooltip(title)
-- buttonC(s, 'building_shape', c) -- 'tetromino') -- 't_shape')
im.tooltip(s)
-- im.Unindent(-4)
end
im.tooltip('Ctrl-Z')
end
end
-- im.tooltip('Clean-up!')
im.EndGroup()
end
im.tooltip('Default scale')
end
im.tooltip('Square')
end
im.tooltip('Circle')
elseif W.forScope() == 'top' then
buttonC('roof_ridge', 'roof_ridge', color, im.ImVec2(30, 30))
im.tooltip('Ridge toggle')
buttonC('roof_border', 'roof_border', color, im.ImVec2(30, 30))
im.tooltip('Border toggle')
buttonC('gutter2', 'gutter', color, im.ImVec2(30, 30))
im.tooltip('Gutter toggle')
end
buttonC('roof_chimney', 'roof_chimney', colorOff, im.ImVec2(30, 30))
im.tooltip('Chimney toggle')
end
buttonCC('roof_'..s, 'roof_'..s, color, im.ImVec2(30, 30))
im.tooltip(s)
im.SameLine()
buttonC('roof_'..s, 'roof_'..s, color, im.ImVec2(30, 30))
im.tooltip(s)
end
end
im.tooltip('Flat')
end
im.tooltip('Pyramid')
end
im.tooltip('Shed')
end
im.tooltip('Gable')
]]
buttonC('window3', 'win_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('Window toggle')
buttonC('opened_door', 'door_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('Door toggle')
buttonC('storefront', 'storefront_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('Store front toggle')
end
buttonC('balcony', 'balc_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('Balcony toggle')
buttonC('corner', 'corner_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('Corner toggle')
buttonC('stringcourse', 'stringcourse_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('String course toggle')
im.SameLine()
buttonC('roof_border', 'plinth_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('Plinth toggle')
end
buttonC('pillar', 'pillar_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('Pillar togglee')
buttonC('pilaster', 'pilaster_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('Pilaster toggle')
end
buttonC('stairs', 'stairs_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('Stair toggle')
buttonC('stairs', 'firestairs_toggle', color, im.ImVec2(30, 30), bgcolor)
im.tooltip('Fire-stairs toggle')
end
end
im.tooltip('Pillar toggle')
]]
end
im.tooltip('Attick toggle')
end
end
im.tooltip('Roads')
im.SameLine()
local title = 'Populate' -- (D.out.inconform or W.out.inconformm) and 'Restore' or 'Conform'
im.tooltip(title)
im.SameLine()
-- title = title + (D.forRoad() and ' road' or ' base') -- (D.out.inconform or W.out.inconformm) and 'Restore' or 'Conform'
im.tooltip(title)
]]
buttonC('width_fit', 'win_spacefit', color, im.ImVec2(30, 30))
im.tooltip('Regular intervals')
-- im.NextColumn()
-- title = title + (D.forRoad() and ' road' or ' base') -- (D.out.inconform or W.out.inconformm) and 'Restore' or 'Conform'
im.tooltip(title)
end
end
im.tooltip('Balcony toggle')
-- cornice
end
im.tooltip('Сornice toggle')
end
buttonC('width_fit', 'hole_fitmesh', colorOn, im.ImVec2(30, 30))
im.tooltip('Match mesh size')
-- button('Match width', 'pillar_span', 'width_fit')
-- im.tooltip('Match mesh size')
-- buttonC('width_fit', 'hole_fitmesh', nil, im.ImVec2(30, 30))
-- button('Match width', 'pillar_span', 'compare_arrows')
im.tooltip('Match width')
end
-- button('Match width', 'pillar_span', 'compare_arrows')
im.tooltip('Match width')
@/lua/ge/extensions/editor/missionEditor/objectives.lua
end
im.tooltip(self:getStarLabel(key))
if not self.mission.careerSetup.starsActive[key] then im.EndDisabled() end
if self.mission.careerSetup.defaultStarKeys[defaultIndex] then
im.tooltip(translateLanguage(self.missionInstance.starLabels[self.mission.careerSetup.defaultStarKeys[defaultIndex]],self.missionInstance.starLabels[self.mission.careerSetup.defaultStarKeys[defaultIndex]], true))
end
end
im.tooltip("Copy Rewards")
im.SameLine()
end
im.tooltip("Paste Rewards: " ..dumps(self.copiedRewards))
if not self.copiedRewards then
editor.uiIconImage(editor.icons.font_download, im.ImVec2(22, 22), grayColor)
im.tooltip("No Default Text found.")
else
if usingDefault then
im.tooltip("Using Default Translation: " ..self.missionInstance.defaultStarOutroTexts[key].." : " ..translateLanguage(self.missionInstance.defaultStarOutroTexts[key], self.missionInstance.defaultStarOutroTexts[key], true))
else
else
im.tooltip("Available Default Translation: " ..self.missionInstance.defaultStarOutroTexts[key].." : " ..translateLanguage(self.missionInstance.defaultStarOutroTexts[key], self.missionInstance.defaultStarOutroTexts[key], true))
end
if im.IsItemHovered() then
im.tooltip(self._translatedTexts[key])
end
end
im.tooltip("Copy Career Setup and Rewards")
im.SameLine()
end
im.tooltip("Paste Career Setup and Rewards: " ..dumps(self.copiedStars[self.mission.missionType]))
if not self.copiedStars[self.mission.missionType] then
@/lua/ge/extensions/editor/dynamicDecals/meshes.lua
end
im.tooltip("Change Shape Path")
end
@/lua/ge/extensions/editor/raceEditor/startPositions.lua
end
im.tooltip("Shift-Drag in the world to create a new starting position.")
im.EndChild()
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/textureFill.lua
end
im.tooltip("Add texture fill layer")
end
@/lua/ge/extensions/editor/rallyEditor/drivelineTab.lua
local drivelineFile = rallyUtil.drivelineFile(missionDir)
im.tooltip(drivelineFile .. "\n\nStart fresh from your raw recording. Best for first-time setup.")
end
im.EndDisabled()
im.tooltip("No recording found. Drive the stage in Recce mode first.")
end
if hasFinal then
im.tooltip(saveFile .. "\n\nContinue editing your previously saved driveline.")
else
else
im.tooltip(saveFile .. "\n\nCreate a new driveline from scratch by placing nodes.")
end
local raceFile = missionDir..'/race.race.json'
im.tooltip(raceFile .. "\n\nCreate a driveline from the race's AI path.")
end
end
im.tooltip("Go back to source selection")
end
im.tooltip("Display the raw recorded driveline points")
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")
end
im.tooltip("Toggle between raw points and editable spline curve")
end
im.tooltip("Simplification tolerance. Lower = more nodes, higher = fewer nodes.")
im.PopItemWidth()
end
im.tooltip("Reduce the number of spline nodes using RDP simplification (tolerance: " .. simplifyRdpTol .. "m)")
end
end
im.tooltip("Display the final driveline points in the 3D view")
end
im.tooltip("Maximum speed limit for this driveline section")
-- im.PopItemWidth()
end
im.tooltip("Calculate distance between start and finish positions")
local saveFile = rallyUtil.finalDrivelineFile(missionDir)
im.tooltip(saveFile)
end
end
im.tooltip("Generate a 30-meter buffer zone around the driveline for spatial queries")
else
end
im.tooltip("Clear the buffer zone")
end
@/lua/ge/extensions/gameplay/rally/tools/devTools.lua
end
im.tooltip("Load driveline and detect corners for visualization.\nDoes not create pacenotes.")
end
im.tooltip("Generate pacenotes from detected corners.\nThis will clear all existing pacenotes!")
end
im.tooltip("How many nodes ahead/behind to analyze (1-10)\nLower = more sensitive to local changes")
end
im.tooltip("Angle below which is considered straight (0.5-15 degrees)\nLower = more corners detected")
end
im.tooltip("Distance threshold for merging straights (0.1-5 meters)")
end
im.tooltip("Max iterations for simplification (1-20)")
end
im.tooltip("Display driveline as colored lines in 3D world\nRed = Right turns, Blue = Left turns, Grey = Straights")
end
im.tooltip("Generates elevation profile using metadata distances and split labels from route points")
end
im.tooltip("Display elevation profile points as colored spheres in the 3D world\nGreen: Regular points\nRed: Race pathnodes")
else
end
im.tooltip("Create traffic exclusion zones from mission path and reload navgraph.")
end
im.tooltip("Clear all traffic exclusion zones and reload navgraph.")
else
@/lua/ge/extensions/editor/rallyEditor/pacenotes.lua
end
im.tooltip("Force a refresh of distance calls and punctuation.")
end
im.tooltip("Delete all pacenotes from this notebook.")
if im.BeginPopupModal("Delete All", nil, im.WindowFlags_AlwaysAutoResize) then
im.PushStyleColor2(im.Col_Text, cc.clr_error)
im.tooltip(issues)
im.PopStyleColor()
if note:is_valid() then
im.tooltip(tooltipText)
else
else
im.tooltip("[!] Found "..(#note.validation_issues).." issue(s).\n"..tooltipText)
end
@/lua/ge/extensions/editor/dynamicDecals/brushes.lua
if saveBrushButtonPressed then saveBrushesToFile() end
im.tooltip("save changes")
end
im.tooltip(brush.name or "")
im.SameLine()
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/linkedSet.lua
-- end
-- im.tooltip("Add property")
end
im.tooltip("Add property")
end
im.tooltip("Add linked set layer.\nA linked set sets the properties of all child layers to a certain value.\nProperties can be added in the inspector.")
end
@/lua/ge/extensions/editor/rendererComponents.lua
end
im.tooltip("Open file dialog")
im.SameLine()
if field.description then
im.tooltip(field.description)
end
if field.description then
im.tooltip(field.description)
end
@/lua/ge/extensions/flowgraph/nodes/input/blacklistActionFilter.lua
local tt = table.concat(self.actionTemplates[key], ", ")
im.tooltip(tt)
end
@/lua/ge/extensions/editor/raceEditor/timeTrials.lua
if editor.uiInputText("Name", nameText, 1024, nil, nil, nil, editEnded) then
end im.tooltip("The name of the track.")
if editEnded[0] then
if editor.uiInputTextMultiline("Description", descText, 2048, im.ImVec2(0,60), nil, nil, nil, editEnded) then
end im.tooltip("The description of the track.")
if editEnded[0] then
if editor.uiInputText("Authors", authorsText, 1024, nil, nil, nil, editEnded) then
end im.tooltip("Who made this track.")
if editEnded[0] then
im.EndCombo()
end im.tooltip("How difficult this track is.")
end
im.tooltip("Found at " .. self.previewPath.."\nClick to refresh.")
else
editor.uiIconImage(editor.icons.error_outline, im.ImVec2(24, 24))
im.tooltip("None found at " .. self.previewPath.."\nClick to refresh.")
end
im.Separator()
im.Text(pn.name) im.tooltip(pn.tt)
self:drawPrefabs(pn.fieldName, self.path._fnWithoutExt..pn.prefix..'.prefab')
function C:displayClassification(classification, name, field, tt)
im.Text(name) im.SameLine() im.tooltip(tt or "")
if classification[field] then
end
im.tooltip(tt or "")
end
editor.uiIconImage(editor.icons.check, im.ImVec2(24, 24))
im.tooltip("Found file at " .. at)
else
im.tooltip(str)
end
im.PushItemWidth(232)
editor.uiInputText("##prefab"..default..fieldName, im.ArrayChar(1024,default), 1024) im.tooltip("This Prefab is always loaded automatically if existing.")
im.SameLine() self:existsIcon(default, true)
@/lua/ge/extensions/editor/dragRaceEditor/facilities.lua
if im.IsItemHovered() then
im.tooltip(string.format("Name: %s\nDescription: %s", facility.name or "N/A", facility.description or "N/A"))
end
-- This would open strip creation dialog
im.tooltip("Strip creation not yet implemented")
end
@/lua/ge/extensions/editor/api/core.lua
end
imgui.tooltip("Save the data of all tool windows")
imgui.SameLine()
end
imgui.tooltip("Save the data of the selected tool windows")
imgui.SameLine()
end
imgui.tooltip("Do not save any tool data")
imgui.SameLine()
@/lua/ge/extensions/editor/crawlEditor/boundaries.lua
end
im.tooltip("Copies the custom fields of this object to use for other objects.")
im.SameLine()
end
im.tooltip("Pastes the stored custom fields into this object.")
end
@/lua/ge/extensions/editor/flowgraph/search.lua
editor.uiIconImage(editor.icons.help, im.ImVec2(20,20))
ui_flowgraph_editor.tooltip("Type any string to search for nodes, graphs and pins.\nBegin with 'node:', 'graph:' or 'pin:' to only search for those elements.")
end
if result.info then
ui_flowgraph_editor.tooltip(result.info.."\nIn: "..result.location)
end
@/lua/ge/extensions/editor/dynamicDecals/widgets.lua
end
im.tooltip("Lock ratio")
im.SameLine()
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
if tooltipMsg then
im.tooltip(tooltipMsg)
end
if baseProp.options then
im.tooltip(string.format("Reset to default: %d (%s)", baseProp.default, baseProp.options[baseProp.default + 1]))
else
else
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
end
if baseProp.options then
im.tooltip(string.format("Reset to default: %d (%s)", baseProp.default, baseProp.options[baseProp.default + 1]))
else
else
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(widgetId)
end
if baseProp.options then
im.tooltip(string.format("Reset to default: %d (%s)", baseProp.default, baseProp.options[baseProp.default + 1]))
else
else
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(widgetId)
end
if baseProp.options then
im.tooltip(string.format("Reset to default: %d (%s)", baseProp.default, baseProp.options[baseProp.default + 1]))
else
else
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(widgetId)
end
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(widgetId)
end
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(widgetId)
end
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(widgetId)
end
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_x", widgetId))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_y", widgetId))
end
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_x", widgetId))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_y", widgetId))
end
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_x", widgetId))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_y", widgetId))
end
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_x", widgetId))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_y", widgetId))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_z", widgetId))
end
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_x", widgetId))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_y", widgetId))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_z", widgetId))
end
if editor.getPreference("dynamicDecalsTool.general.debug") then
im.tooltip(string.format("%s_w", widgetId))
end
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
end
im.tooltip(string.format("Reset to default: %s", dumps(baseProp.default)))
im.SameLine()
if #description > 0 then
im.tooltip(string.format("%s\n%s", widgetId, description))
else
else
im.tooltip(widgetId)
end
if #description > 0 then
im.tooltip(description)
end
end
im.tooltip("Widget Type")
@/lua/ge/extensions/editor/sidewalkSpline.lua
end
im.tooltip('Add a new sidewalk spline.')
im.SameLine()
end
im.tooltip(isDrawPolygon and 'Click to stop drawing a selection polygon.' or 'Click to draw a selection polygon, to convert scene objects to a Sidewalk Spline.')
im.SameLine()
end
im.tooltip('Remove all (enabled and not linked) sidewalk splines from the session.')
else
end
im.tooltip((isLockShape and 'Unlock the shape of the sidewalk spline to move nodes separately' or 'Lock the shape of the sidewalk spline to move nodes rigidly'))
else
end
im.tooltip('Save the sidewalk spline template to disk.')
else
end
im.tooltip('Export the session as a .PNG mask file. Will not include any disabled Sidewalk Splines.')
else
im.TextColored(cols.dullWhite, spline.name)
im.tooltip('This sidewalk spline is linked to a Master Spline. To edit or remove it, first unlink it from within the Master Spline Editor.')
elseif not spline.isEnabled then
im.TextColored(cols.dullWhite, spline.name)
im.tooltip('This sidewalk spline is disabled. To edit or remove it, first enable it.')
else
end
im.tooltip('Edit the sidewalk spline name.')
if im.IsItemActive() then
end
im.tooltip('Remove this sidewalk spline from the session.')
else
end
im.tooltip((spline.isEnabled and 'Disable' or 'Enable') .. ' this sidewalk spline.')
else
end
im.tooltip('Go to this sidewalk spline (move camera).')
else
end
im.tooltip('Splits the selected sidewalk spline into two, at the selected node.')
else
end
im.tooltip('Flips the direction of the selected sidewalk spline (back to front).')
else
end
im.tooltip('Simplifies the selected sidewalk spline (reduces the number of nodes).')
else
end
im.tooltip('Saves the template of the selected sidewalk spline to disk.')
else
end
im.tooltip('Sets the selected sidewalk spline to a template loaded from disk.')
else
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the vertical offset of the sidewalk pieces.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of random rotation jitter applied to pieces.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set how much to prioritize piece orientation vs distance. Higher values prefer better alignment over exact positioning.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the random seed for piece placement and variation selection.')
if im.IsItemActivated() then
end
im.tooltip('Select the Sidewalk Kit folder.')
im.SameLine()
end
im.tooltip('The currently-selected Sidewalk Kit folder.')
im.NextColumn()
end
im.tooltip(isEnabled and 'Do not include this component in the sidewalk.' or 'Include this component in the sidewalk.')
im.SameLine()
im.TextColored(cols.purpleB, baseMeshName)
im.tooltip(piece.baseMesh and piece.baseMesh.meshPath or "Unknown mesh path")
im.SameLine()
im.TextColored(cols.redB, "[base]")
im.tooltip("The base mesh of this component.")
im.SameLine()
end
im.tooltip(varEnabled and 'Do not include this variation in the sidewalk.' or 'Include this variation in the sidewalk.')
im.SameLine()
im.TextColored(cols.dullWhite, " * " .. varMeshName)
im.tooltip(variation.meshPath or "Unknown mesh path")
im.SameLine()
im.TextColored(cols.dullWhite, "var" .. tostring(j))
im.tooltip("This is variation " .. tostring(j) .. " of the base component.")
im.NextColumn()
end
im.tooltip('Use round robin pattern for this component set.')
im.SameLine()
end
im.tooltip('Use random pattern for this component set.')
im.NextColumn()
end
im.tooltip("Reset to default.")
else
end
im.tooltip("Set the weight for the base component.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default.")
else
end
im.tooltip("Set the weight for variation " .. tostring(j) .. ".")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the Domain Of Influence, in meters.')
im.PopItemWidth()
end
im.tooltip("Reset to default")
else
end
im.tooltip("Reset to default")
else
end
im.tooltip("Reset to default")
else
end
im.tooltip("Reset to default")
else
end
im.tooltip((selSpline.isConformToTerrain and 'Unconform' or 'Conform') .. ' the selected sidewalk spline to the surface below.')
else
end
im.tooltip('Terraform the terrain to the selected Sidewalk Spline.')
else
@/lua/ge/extensions/flowgraph/nodes/input/blacklistAction.lua
im.Text(preset.name)
im.tooltip("(" .. #preset.list .. " Actions) " .. preset.desc)
im.SameLine()
end
im.tooltip("Sets the list to exactly this preset.")
im.SameLine()
end
im.tooltip("Adds all actions from this preset to the nodes list.")
im.SameLine()
end
im.tooltip("Removes all actions from this preset to the nodes list.")
end
end
im.tooltip(result.info.desc)
end
end
im.tooltip(allActions[name].desc)
end
@/lua/ge/extensions/editor/missionEditor/dev.lua
self.mission._dirty = true
end im.tooltip("This Mission will only show if the user has devmode enabled.")
@/lua/ge/extensions/editor/missionPlaybook.lua
end
im.tooltip("Switches to a clean career slot.")
im.EndMenu()
end
im.tooltip("Runs all the elements with the current career slot.")
if im.MenuItem1("Play with Empty Slot") then
end
im.tooltip("Switches to a clean career slot and runs all the elements there.")
im.EndMenu()
im.MenuItem1("(?)")
im.tooltip("Load career manually the first time and stay in the level.")
end
@/lua/ge/extensions/editor/rallyEditor/notebookInfo.lua
end
im.tooltip('Set the text-to-speech voice')
@/lua/ge/extensions/flowgraph/nodes/types/setVariable.lua
im.Text("???")
ui_flowgraph_editor.tooltip("Variable missing..?")
end
@/lua/ge/extensions/editor/missionEditor/additionalAttributes.lua
im.Text("Author")
im.tooltip("The Author of this Mission.")
im.NextColumn()
im.Text("Date")
im.tooltip("When this mission was created or last updated.")
im.NextColumn()
im.Text("As Scenario")
im.tooltip("If set, the mission is available as a scenario from the main menu.")
im.NextColumn()
im.Text("DEV Mission")
im.tooltip("If set, the mission is not meant for release, but only for testing.")
im.NextColumn()
end
if isAuto then im.EndDisabled() im.tooltip("This Value will be automatically set by the mission constructor.") end
im.PopItemWidth()
im.Text("Group Id")
im.tooltip("Missions with the same ID will be grouped together in the bigmap. Leave empty for no group.")
im.NextColumn()
if im.IsItemHovered() then
im.tooltip(self._groupLabelTranslated)
end
im.Text(string.format("%s - %s - %s",os.date('%Y-%m-%d %H:%M:%S', m.date), translateLanguage(m.name, m.name, true), m.id) )
im.tooltip("Click to remove")
if im.IsItemClicked() then remIdx = i end
@/lua/ge/extensions/editor/forestEditor.lua
if tooltip then
im.tooltip(tooltip)
end
end
im.tooltip(tool.tooltip)
im.SameLine()
end
im.tooltip("Open Parallax Mapping TextureSet Editor")
end
im.tooltip("Create Forest Object (in the root group)")
end
end
im.tooltip(string.format("%s\n%s\nLMB: Select texture\nRMB: Open context menu", tooltip, (pM_textureSets.data[selectedTextureSetIdStr] and pM_textureSets.data[selectedTextureSetIdStr][id]) and pM_textureSets.data[selectedTextureSetIdStr][id] or "-none-"))
end
end
im.tooltip("Copy texture set properties")
if pM_selectedTextureSetId < 1 or pM_selectedTextureSetData == nil then im.EndDisabled() end
end
im.tooltip("Paste texture set properties")
if pM_selectedTextureSetId < 1 or pM_textureSetCopy == nil then im.EndDisabled() end
end
im.tooltip("Clear texture set properties")
if pM_selectedTextureSetId < 1 or pM_selectedTextureSetData == nil then im.EndDisabled() end
end
im.tooltip("Save current texture set")
end
im.tooltip("Revert changes")
im.SameLine()
end
im.tooltip("Add New Brush Group")
im.SameLine()
end
im.tooltip("Add New Brush Element")
im.SameLine()
end
im.tooltip("Delete Selected")
elseif var.selectedTab == var.enum_tabType.meshes then
end
im.tooltip("Add New Mesh")
im.SameLine()
end
im.tooltip("Delete Selected")
end
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/vePartList.lua
im.TableNextColumn()
--im.tooltip('Double click to select and copy part name to clipboard')
if im.IsItemHovered() and im.IsMouseDoubleClicked(0) then
im.TableNextColumn()
--im.tooltip('Double click to select and copy filename to clipboard')
if im.IsItemHovered() and im.IsMouseDoubleClicked(0) then
@/lua/ge/extensions/editor/rallyEditor/missionSettings.lua
end
im.tooltip(tt)
end
im.tooltip(tt)
end
im.tooltip(tt)
end
@/lua/ge/extensions/editor/roadEditor.lua
end
im.tooltip("Make roads that are used by AI hoverable and clickable")
end
im.tooltip("Make roads that are not used by AI hoverable and clickable")
end
im.tooltip("Make roads that go over static objects too")
@/inspector/Views/DetailsSectionSimpleRow.js
get tooltip()
{
set tooltip(x)
{
@/lua/ge/extensions/editor/flowgraph/nodelibrary.lua
end
ui_flowgraph_editor.tooltip("Put in filter")
end
ui_flowgraph_editor.tooltip("Clear Filter")
-- if im.IsItemHovered() then im.BeginTooltip() im.Text("Paste") im.EndTooltip() end
ui_flowgraph_editor.tooltip("Paste Node")
end
@/lua/ge/extensions/editor/masterSpline.lua
end
im.tooltip(string.format('Switch AutoPilot preset to: [%s].', roadDesignPresetStrs[1]))
im.SameLine()
end
im.tooltip(string.format('Switch AutoPilot preset to: [%s].', roadDesignPresetStrs[2]))
im.SameLine()
end
im.tooltip(string.format('Switch AutoPilot preset to: [%s].', roadDesignPresetStrs[3]))
im.SameLine()
end
im.tooltip(string.format('Switch AutoPilot preset to: [%s].', roadDesignPresetStrs[4]))
im.SameLine()
end
im.tooltip(string.format('Switch AutoPilot preset to: [%s].', roadDesignPresetStrs[5]))
im.SameLine()
end
im.tooltip(string.format('Switch AutoPilot preset to: [%s].', roadDesignPresetStrs[6]))
im.NextColumn()
end
im.tooltip('Add a new Master Spline.')
im.SameLine()
end
im.tooltip('Import Master Splines from a bitmap mask.')
im.SameLine()
end
im.tooltip('Remove all Master Splines from the session.')
else
end
im.tooltip((isLockShape and 'Unlock the shape of the Master Spline to move nodes separately' or 'Lock the shape of the Master Spline to move nodes rigidly'))
else
end
im.tooltip('Export the session as a .PNG mask file. Will not include any disabled Master Splines.')
else
end
im.tooltip('Edit the Master Spline name.')
else
im.TextColored(cols.dullWhite, ffi.string(splineNamePtr))
im.tooltip('This Master Spline is disabled.')
end
end
im.tooltip("Remove this Master Spline from the session.")
else
end
im.tooltip(spline.isEnabled and "Disable this Master Spline (content will remain but will be uneditable)" or "Enable this Master Spline (content will be editable)")
im.NextColumn()
end
im.tooltip('Move the camera to the selected Master Spline.')
else
end
im.tooltip((selSpline.isConformToTerrain and 'Unconform' or 'Conform') .. ' the selected Master Spline to the surface below.')
else
end
im.tooltip('Splits the selected Master Spline into two, at the selected node.')
else
end
im.tooltip('Flips the direction of the selected master spline (back to front).')
else
end
im.tooltip('Simplifies the selected Master Spline (reduces the number of nodes).')
else
end
im.tooltip('Export the selected Master Spline to a GLTF file.')
else
end
im.tooltip("Reset to default.")
else
end
im.tooltip('Set the strength of auto banking for the selected Master Spline.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default.")
else
end
im.tooltip('Set how quickly auto banking falls off from nodes (higher = tighter domain of influence).')
if im.IsItemActivated() then
end
im.tooltip(selSpline.isAutoBanking and 'Disable Auto Banking for the selected Master Spline.' or 'Enable Auto Banking for the selected Master Spline.')
end
end
im.tooltip('Edit the layer name.')
if im.IsItemActive() then
end
im.tooltip('Remove this layer from the session.')
im.NextColumn()
end
im.tooltip('Go to the linked spline in its tool')
else
end
im.tooltip('Create a new layer with a new road spline linked to it')
im.SameLine()
end
im.tooltip('Create a new layer with a new mesh spline linked to it')
im.SameLine()
end
im.tooltip('Create a new layer with a new assembly spline linked to it')
im.SameLine()
end
im.tooltip('Create a new layer with a new decal spline linked to it')
im.SameLine()
end
im.tooltip('Remove all layers from the Master Spline')
else
end
im.tooltip('Toggle whether this layer should be flipped laterally (left <--> right).')
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the lateral position of the layer on the Master Spline (-1.0 = left edge, 0.0 = center, 1.0 = right edge).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the Domain Of Influence, in meters.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the margin around the spline, in meters.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the slope falloff exponent (1 = soft, 5 = sharp).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the noise roughness/amplitude (0 = no noise, 1 = full roughness).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the scale/frequency of the noise (low = large bumps, high = small bumps).')
if im.IsItemActivated() then
end
im.tooltip('Terraform the terrain to the selected Master Spline.')
else
end
im.tooltip('Analyze slope gradient violations against road design standards.')
end
im.tooltip('Analyze corner radius violations for safe vehicle turning.')
end
im.tooltip('Analyze banking angle violations for proper vehicle dynamics.')
end
im.tooltip('Analyze width gradient violations for smooth lane transitions.')
im.Dummy(im.ImVec2(0, 3))
end
im.tooltip(selSpline.isOptimising and 'Disable Live Optimize for the selected Master Spline.' or 'Enable Live Optimize for the selected Master Spline.')
end
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the base width of the Auto Road, in meters.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the slope avoidance of the Auto Road (0 = path will accept large slopes, 1 = strong slope avoidance).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of added width for corners (0 = no added width, 1 = max extra width).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the banking strength of the Auto Road (0 = no banking, 1 = strong banking).')
if im.IsItemActivated() then
end
im.tooltip('Create an auto-generated spline preview through all nodes.')
else
end
im.tooltip('Clear the auto-generated road preview.')
else
end
im.tooltip('Convert the auto-generated preview into a master spline.')
else
@/lua/ge/extensions/editor/gen/lib/ui.lua
im.NextColumn()
-- im.tooltip('Favo')
im.Text('Shape type')
@/lua/ge/extensions/gameplay/drift/quickMessages.lua
if im.IsItemHovered() then
im.tooltip(im.ArrayChar(4096, dumps(data)))
end
@/lua/ge/extensions/editor/mapSensorEditor.lua
end
im.tooltip('Remove this sensor from the configuration.')
im.SameLine()
end
im.tooltip('Edit the selected sensor.')
elseif sensor.type == stype.tCamera then
end
im.tooltip('Preview camera outputs.')
end
end
im.tooltip('Toggle between Edit and Live modes.')
im.NextColumn()
end
im.tooltip('Add a Camera Sensor to the configuration.')
im.SameLine()
end
im.tooltip('Add a LiDAR Sensor to the configuration.')
im.SameLine()
end
im.tooltip('Add an Ultrasonic Sensor to the configuration.')
im.SameLine()
end
im.tooltip('Add a RADAR Sensor to the configuration.')
im.SameLine()
end
im.tooltip('Save the current sensor configuration, for this vehicle, to disk.')
im.SameLine()
end
im.tooltip('Load a sensor configuration, for this vehicle, from disk.')
im.InputFloat("[X-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the X-Axis.')
im.PopItemWidth()
im.InputFloat("[Y-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Y-Axis.')
im.PopItemWidth()
im.InputFloat("[Z-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Z-Axis.')
im.PopItemWidth()
im.InputInt("Horizontal Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the horizontal resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputInt("Vertical Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the vertical resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputFloat("Field Of View ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip('Set the field of view of the sensor.')
im.PopItemWidth()
im.InputFloat("Near Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the near plane distance of the sensor (min depth cutoff).')
im.PopItemWidth()
im.InputFloat("Far Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the far plane distance of the sensor (max depth cutoff).')
im.PopItemWidth()
im.InputFloat("Sensor Refresh Rate ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.SliderFloat("Update Priority [0, 1]", uiVal, 0.0, 1.0, "%.3f")
im.tooltip('The update priority of the sensor [0 = highest, 1 = lowest]. This is used for GPU scheduling')
im.PopItemWidth()
im.Checkbox("Render Color Image", uiVal)
im.tooltip('Toggle whether to include the colour image in output.')
sensor.renderColours = uiVal[0]
im.Checkbox("Render Class Annotations", uiVal)
im.tooltip('Toggle whether to include class annotations (segmentation) in output.')
sensor.renderAnnotations = uiVal[0]
im.Checkbox("Render Instance Annotations", uiVal)
im.tooltip('Toggle whether to include instance annotations (segmentation) in output.')
sensor.renderInstance = uiVal[0]
im.Checkbox("Render Depth Image", uiVal)
im.tooltip('Toggle whether to include the depth image in output.')
sensor.renderDepth = uiVal[0]
im.Checkbox("Visualise On Map", uiVal)
im.tooltip('Toggle whether to visualise the sensor, or not.')
sensor.isVisualised = uiVal[0]
end
im.tooltip("Set the LiDAR to operate in 'Full 360 Degrees' mode.")
im.SameLine()
end
im.tooltip("Set the LiDAR to operate in 'LFO' (low-frequency rotation) mode.")
im.SameLine()
end
im.tooltip("Set the LiDAR to operate in 'Static' (no rotation) mode.")
im.SameLine()
im.InputFloat("[X-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the X-Axis.')
im.PopItemWidth()
im.InputFloat("[Y-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Y-Axis.')
im.PopItemWidth()
im.InputFloat("[Z-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Z-Axis.')
im.PopItemWidth()
im.InputInt("Vertical Resolution ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the number of vertical resolution levels.')
im.PopItemWidth()
im.InputFloat("Vertical Field Of View ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip('Set the vertical field of view, in degrees.')
im.PopItemWidth()
im.InputFloat("Horizontal Field Of View ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip('Set the horizontal field of view, in degrees.')
im.PopItemWidth()
im.InputInt("Rotation Frequency (Hz) ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the rotation frequency, in Hz.')
im.PopItemWidth()
im.InputFloat("Max Detection Range ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the sensor maximum detection range, in meters.')
im.PopItemWidth()
im.InputFloat("Sensor Refresh Rate ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.SliderFloat("Update Priority [0, 1]", uiVal, 0.0, 1.0, "%.3f")
im.tooltip('The update priority of the sensor [0 = highest, 1 = lowest]. This is used for GPU scheduling')
im.PopItemWidth()
im.Checkbox("Include Segmentation Data", uiVal)
im.tooltip('Toggle whether to include segmentation info (semantic annotations).')
sensor.isAnnotated = uiVal[0]
im.Checkbox("Visualise On Map", uiVal)
im.tooltip('Toggle whether to visualise the sensor, or not.')
sensor.isVisualised = uiVal[0]
im.InputFloat("[X-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the X-Axis.')
im.PopItemWidth()
im.InputFloat("[Y-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Y-Axis.')
im.PopItemWidth()
im.InputFloat("[Z-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Z-Axis.')
im.PopItemWidth()
im.InputInt("Horizontal Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the horizontal resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputInt("Vertical Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the vertical resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputFloat("Field Of View ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip('Set the field of view of the sensor.')
im.PopItemWidth()
im.InputFloat("Near Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the near plane distance of the sensor (min depth cutoff).')
im.PopItemWidth()
im.InputFloat("Far Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the far plane distance of the sensor (max depth cutoff).')
im.PopItemWidth()
im.InputFloat("Range Roundness ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip("Set the 'roundness' of the beam shape.")
im.PopItemWidth()
im.InputFloat("Range Cutoff Sensitivity ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the sensitivity of the range cutoff.')
im.PopItemWidth()
im.InputFloat("Range Shape ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the shape across the beam range.')
im.PopItemWidth()
im.InputFloat("Range Focus ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the sharpness of the shape across the beam range.')
im.PopItemWidth()
im.InputFloat("Range Min Cutoff ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f m")
im.tooltip('Set the near plane, in meters.')
im.PopItemWidth()
im.InputFloat("Range Direct Max Cutoff ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f m")
im.tooltip('Set the far plane, in meters.')
im.PopItemWidth()
end
im.tooltip('Set preset beam shape: Triangular, 7m range.')
im.SameLine()
end
im.tooltip('Set preset beam shape: Thin bulb, 8m range.')
im.SameLine()
end
im.tooltip('Set preset beam shape: Ultra thin bulb, 8m range.')
im.SameLine()
end
im.tooltip('Set preset beam shape: Spherical, 5m range.')
im.SameLine()
end
im.tooltip('Set preset beam shape: Flat head bulb, 5m range.')
im.SameLine()
end
im.tooltip('Set preset beam shape: Tulip, 10m (long) range.')
im.InputFloat("Sensitivity ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f")
im.tooltip("Set the detection sensitivity.")
im.PopItemWidth()
im.InputInt("Window Width ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the width of the window used in processing the returns.')
im.PopItemWidth()
im.InputFloat("Sensor Refresh Rate ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.SliderFloat("Update Priority [0, 1]", uiVal, 0.0, 1.0, "%.3f")
im.tooltip('The update priority of the sensor [0 = highest, 1 = lowest]. This is used for GPU scheduling')
im.PopItemWidth()
im.Checkbox("Visualise On Map", uiVal)
im.tooltip('Toggle whether to visualise the sensor, or not.')
sensor.isVisualised = uiVal[0]
im.InputFloat("[X-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the X-Axis.')
im.PopItemWidth()
im.InputFloat("[Y-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Y-Axis.')
im.PopItemWidth()
im.InputFloat("[Z-Axis] ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f m")
im.tooltip('Set the sensor position on the Z-Axis.')
im.PopItemWidth()
im.InputInt("Horizontal Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the horizontal resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputInt("Vertical Resolution ###" .. tostring(ctr), uiVal, 10, nil)
im.tooltip('Set the vertical resolution of the sensor, in pixels.')
im.PopItemWidth()
im.InputFloat("Field Of View ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip('Set the field of view of the sensor.')
im.PopItemWidth()
im.InputFloat("Near Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the near plane distance of the sensor (min depth cutoff).')
im.PopItemWidth()
im.InputFloat("Far Plane Distance ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f m")
im.tooltip('Set the far plane distance of the sensor (max depth cutoff).')
im.PopItemWidth()
im.InputFloat("Range Roundness ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip("Set the 'roundness' of the beam shape.")
im.PopItemWidth()
im.InputFloat("Range Cutoff Sensitivity ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the sensitivity of the range cutoff.')
im.PopItemWidth()
im.InputFloat("Range Shape ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the shape across the beam range.')
im.PopItemWidth()
im.InputFloat("Range Focus ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f")
im.tooltip('Set the sharpness of the shape across the beam range.')
im.PopItemWidth()
im.InputFloat("Range Min Cutoff ###" .. tostring(ctr), uiVal, 0.1, nil, "%.4f m")
im.tooltip('Set the near plane, in meters.')
im.PopItemWidth()
im.InputFloat("Range Direct Max Cutoff ###" .. tostring(ctr), uiVal, 1.0, nil, "%.4f m")
im.tooltip('Set the far plane, in meters.')
im.PopItemWidth()
end
im.tooltip('Set preset beam shape: Short Range (0.5m - 30m).')
im.SameLine()
end
im.tooltip('Set preset beam shape: Medium Range (1m - 70m).')
im.SameLine()
end
im.tooltip('Set preset beam shape: Long Range (10m - 250m).')
im.InputInt("Range Bins ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the number of bins to divide the data into, in the range dimension.')
im.PopItemWidth()
im.InputInt("Azimuth Bins ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the number of bins to divide the data into, in the azimuth dimension.')
im.PopItemWidth()
im.InputInt("Velocity Bins ###" .. tostring(ctr), uiVal, 1, nil)
im.tooltip('Set the number of bins to divide the data into, in the velocity dimension.')
im.PopItemWidth()
im.InputFloat("Min Range ###" .. tostring(ctr), uiVal, 1, nil, "%.2f")
im.tooltip("Set the minimum range to display in the data.")
im.PopItemWidth()
im.InputFloat("Max Range ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f")
im.tooltip("Set the maximum range to display in the data.")
im.PopItemWidth()
im.InputFloat("Min Velocity ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f")
im.tooltip("Set the minimum velocity to display in the data.")
im.PopItemWidth()
im.InputFloat("Max Velocity ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f")
im.tooltip("Set the maximum velocity to display in the data.")
im.PopItemWidth()
im.InputFloat("Azimuth Half-Angle ###" .. tostring(ctr), uiVal, 1.0, nil, "%.2f deg")
im.tooltip("Set the azimuth half-angle, used in data display.")
im.PopItemWidth()
im.InputFloat("Sensor Refresh Rate ###" .. tostring(ctr), uiVal, 0.01, nil, "%.4f s")
im.tooltip('Set the time between sensor updates.')
im.PopItemWidth()
im.SliderFloat("Update Priority [0, 1]", uiVal, 0.0, 1.0, "%.3f")
im.tooltip('The update priority of the sensor [0 = highest, 1 = lowest]. This is used for GPU scheduling')
im.PopItemWidth()
im.Checkbox("Visualise On Map", uiVal)
im.tooltip('Toggle whether to visualise the sensor, or not.')
sensor.isVisualised = uiVal[0]
@/lua/ge/extensions/editor/toolUtilities/meshAuditionMgr.lua
im.InputText("###7377", meshFilterBuf, 64)
im.tooltip("Type to filter static meshes by name.")
im.PopItemWidth()
end
im.tooltip('Select a folder to search for static meshes.')
end
im.tooltip('Reset to default folders.')
wCtr = wCtr + 1
im.tooltip('Select this static mesh for: [' .. meshTarget .. ']')
im.Separator()
@/lua/ge/extensions/editor/flowgraph/execution.lua
editor.uiIconImage(mgr.runningState ~= "running" and editor.icons.pause_circle_outline or editor.icons.play_circle_filled, im.ImVec2(20, 20))
ui_flowgraph_editor.tooltip(mgr.runningState == "running" and "Project Running" or "Project Stopped")
im.SameLine()
editor.uiIconImage(editor.icons.visibility_off, im.ImVec2(20, 20))
ui_flowgraph_editor.tooltip("This project is invisible. You can see it because you have Dev Mode enabled.")
im.SameLine()
editor.uiIconImage(editor.icons.goat, im.ImVec2(20, 20))
ui_flowgraph_editor.tooltip("This project is transient. It cannot be saved.")
im.SameLine()
editor.uiIconImage(editor.icons.assignment, im.ImVec2(20, 20), color)
-- ui_flowgraph_editor.tooltip(tooltipText)
im.tooltip(tooltipText)
-- ui_flowgraph_editor.tooltip(tooltipText)
im.tooltip(tooltipText)
im.SameLine()
end
--ui_flowgraph_editor.tooltip("Start Project Execution")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Stop Project Execution")
else
end
ui_flowgraph_editor.tooltip("Start Project Execution")
im.SameLine()
end
--ui_flowgraph_editor.tooltip("Stop Project Execution")
end
--end
--ui_flowgraph_editor.tooltip("Reset Manager")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Select Project")
end
end
ui_flowgraph_editor.tooltip("Close Project")
im.NextColumn()
end
ui_flowgraph_editor.tooltip("Start All Projects\n(Will apply mission variables if mission selected in Mission Editor)")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Stop All Projects")
--im.SameLine()
--end
--ui_flowgraph_editor.tooltip("Reset All Managers")
--im.NextColumn()
@/lua/ge/extensions/editor/missionEditor/playbookUtils.lua
end
im.tooltip("Only a single star enabled, no logic for default stars etc")
end
im.tooltip("Each star randomly enabled or not, no logic for default stars etc")
end
im.tooltip("Add one attempt per star, enabling more and more")
end
im.tooltip("Add one attempt per star, enabling more and more")
end
im.tooltip("Adds one attempt per bonus star, randomly ordered")
@/lua/ge/extensions/editor/dynamicDecals/fonts.lua
)
im.tooltip("Double-click to select character as decal texture")
if im.IsItemHovered() and im.IsMouseDoubleClicked(0) then
)
im.tooltip(string.format("%d : %s\nxadvance: %f", i, i == 32 and "space" or string.char(i), char.xadvance))
im.SameLine()
)
im.tooltip(string.format("%d : %s\nxadvance: %f", i, i == 32 and "space" or string.char(i), char.xadvance))
im.SameLine()
end
im.tooltip("Change font")
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamModifierLeakVis.lua
end
im.tooltip(tooltipStr)
else
@/lua/ge/extensions/editor/raceEditor/pacenotes.lua
end
im.tooltip("Shift-Drag in the world to create a new pacenote.")
im.EndChild()
im.tooltip(tt or "")
end
@/lua/ge/extensions/editor/dynamicDecals/loadSave.lua
end
im.tooltip(string.format("Overwrites %s", lastProjectFilePath))
if ext == "" then im.EndDisabled() end
im.PopItemWidth()
im.tooltip("[Mode] Defines how the layer stack is handled when loading a project file.\nOverwrite: Layer stack will be wiped and replaced by the layers from the project file.\nAppend: The tool appends the layers from the project file to the layer stack.")
end
@/inspector/Views/HierarchicalPathComponent.js
get tooltip()
{
set tooltip(x)
{
@/lua/ge/extensions/editor/util/plotHelperUtil.lua
local name = format.name or ("Series " .. r)
im.tooltip(name .. " (" .. strX .. ", " .. strY .. ")")
end
@/lua/ge/extensions/editor/biomeTool.lua
end
imgui.tooltip(item.internalName)
imgui.SetCursorPos(textPos)
end
imgui.tooltip(item.internalName)
imgui.SetCursorPos(textPos)
editor.uiInputFloat2("##SlopeRange" .. layerType .. layerID, input2FloatValue, "%.2f", nil, editEnded)
imgui.tooltip("Slope Inf. From-To")
if editEnded[0] then
end
imgui.tooltip(item.internalName)
imgui.SetCursorPos(textPos)
editor.uiInputFloat2("##EP_RandomTilt" .. layerType .. layerID, input2FloatValue, "%.2f", nil, editEnded)
imgui.tooltip("Random Tilt Range")
if editEnded[0] then
@/lua/ge/extensions/editor/missionEditor/prefabs.lua
editor.uiIconImage(editor.icons.check, im.ImVec2(24, 24))
im.tooltip("Found file at " .. file)
im.SameLine()
editor.uiIconImage(editor.icons.error_outline, im.ImVec2(24, 24))
im.tooltip("No file at " .. file)
end
@/lua/ge/extensions/flowgraph/nodes/scene/storeStatics.lua
if im.IsItemHovered() and editor_flowgraphEditor.allowTooltip then
im.tooltip("ID: " .. e.currentId)
end
if im.IsItemHovered() and editor_flowgraphEditor.allowTooltip then
im.tooltip("Show")
end
if im.IsItemHovered() and editor_flowgraphEditor.allowTooltip then
im.tooltip("Remove")
end
if im.IsItemHovered() and editor_flowgraphEditor.allowTooltip then
im.tooltip(e.shapeName)
end
@/lua/ge/extensions/editor/scriptAIManager.lua
end
im.tooltip('Stop all')
end
im.tooltip('Play all')
end
im.tooltip('Record')
if recordings[vehId] then
end
im.tooltip('Play')
end
end
im.tooltip('Stop Recording')
im.SameLine()
end
im.tooltip('Restart Replay')
im.SameLine()
end
im.tooltip('Stop Playing')
end
end
im.tooltip('Save Recording')
end
end
im.tooltip('Load Recording')
im.Checkbox('Loop##loop'..vehId, loopRecordingBoolPtr[vehId])
im.tooltip('Restart when recording reaches the end')
im.SameLine()
im.DragFloat('Start Offset', timeOffsetFloatPtr[vehId], 0.01)
im.tooltip('Cuts of X seconds from the start. You need to restart the playback after changing this.')
im.PushItemWidth(60)
im.DragFloat('Start Delay', startDelayFloatPtr[vehId], 0.01)
im.tooltip('Delays the start for X seconds. You need to restart the playback after changing this.')
im.Checkbox("Display IDs", debugDisplay)
im.tooltip('Display ID above the vehicle')
im.SameLine()
im.Checkbox("Display Path", debugPath)
im.tooltip('Visualize recorded path. Could be performance heavy!')
end
@/lua/ge/extensions/editor/inspector.lua
if imgui.GetIO().KeyCtrl then
imgui.tooltip(obj:getClassDocString())
end
end
imgui.tooltip("Lock this Inspector to the currently selected object(s)")
imgui.SameLine()
@/lua/ge/extensions/editor/dragRaceEditor/strips.lua
if im.IsItemHovered() then
im.tooltip(string.format("Name: %s\nDescription: %s", strip.name or "N/A", strip.description or "N/A"))
end
@/lua/ge/extensions/editor/meshSpline.lua
end
im.tooltip('Add a new mesh spline.')
im.SameLine()
end
im.tooltip('Import mesh splines from a bitmap mask.')
im.SameLine()
end
im.tooltip(isDrawPolygon and 'Click to stop drawing a selection polygon.' or 'Click to draw a selection polygon, to convert scene objects to a Mesh Spline.')
im.SameLine()
end
im.tooltip('Remove all (enabled and not linked) mesh splines from the session.')
else
end
im.tooltip((isLockShape and 'Unlock the shape of the mesh spline to move nodes separately' or 'Lock the shape of the mesh spline to move nodes rigidly'))
else
end
im.tooltip('Export the session as a .PNG mask file. Will not include any disabled Mesh Splines.')
else
im.TextColored(cols.dullWhite, spline.name)
im.tooltip('This mesh spline is linked to a Master Spline. To edit or remove it, first unlink it from within the Master Spline Editor.')
elseif not spline.isEnabled then
im.TextColored(cols.dullWhite, spline.name)
im.tooltip('This mesh spline is disabled. To edit or remove it, first enable it.')
else
end
im.tooltip('Edit the mesh spline name.')
if im.IsItemActive() then
end
im.tooltip('Remove this mesh spline from the session.')
else
end
im.tooltip((spline.isEnabled and 'Disable' or 'Enable') .. ' this mesh spline.')
else
end
im.tooltip('Go to this mesh spline (move camera).')
else
end
im.tooltip((selSpline.isConformToTerrain and 'Unconform' or 'Conform') .. ' the selected mesh spline to the surface below.')
else
end
im.tooltip(tooltipText)
else
end
im.tooltip('Splits the selected mesh spline into two, at the selected node.')
else
end
im.tooltip('Flips the direction of the selected mesh spline (back to front).')
else
end
im.tooltip('Simplifies the selected mesh spline (reduces the number of nodes).')
else
end
im.tooltip('Saves the template of the selected mesh spline to disk.')
else
end
im.tooltip('Sets the selected mesh spline to a template loaded from disk.')
else
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the longitudinal spacing between each mesh component.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the vertical offset of the mesh components, in meters.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of random jitter to apply to the mesh components, around the local Y-axis (pitch) .')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of random jitter to apply to the mesh components, around the local X-axis (yaw).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the amount of random jitter to apply to the mesh components, around the local Z-axis (roll).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the random seed for the spline jitter and placement.')
if im.IsItemActivated() then
end
im.tooltip('Select The Concrete Barrier Preset.')
im.SameLine()
end
im.tooltip('Select The Plastic Barrier Preset.')
im.SameLine()
end
im.tooltip('Select The Metal Fence Preset.')
im.SameLine()
end
im.tooltip('Select The Mast Arm Lamp Post Preset.')
im.SameLine()
end
im.tooltip('Select The Victorian Lamp Post Preset.')
im.SameLine()
end
im.tooltip('Select The Bollard Preset.')
im.SameLine()
end
im.tooltip('Select The Oil Drum Preset.')
im.NextColumn()
end
im.tooltip('Select a new static mesh for the main component.')
im.SameLine()
im.Text(('[' ..selSpline.centerMeshName .. ']') or '[Not Set]')
im.tooltip('The currently-selected static mesh for the main component.')
im.NextColumn()
end
im.tooltip('Select whether to include an variation 1 component (a variation of the main component).')
im.SameLine()
end
im.tooltip('Select a new static mesh for the variation 1 component.')
im.SameLine()
im.Text(('[' ..selSpline.alias1MeshName .. ']') or '[Not Set]')
im.tooltip('The currently-selected static mesh for the variation 1 component.')
im.NextColumn()
end
im.tooltip('Select whether to include an variation 2 component (a variation of the main component).')
im.SameLine()
end
im.tooltip('Select a new static mesh for the variation 2 component.')
im.SameLine()
im.Text(('[' ..selSpline.alias2MeshName .. ']') or '[Not Set]')
im.tooltip('The currently-selected static mesh for the variation 2 component.')
im.NextColumn()
end
im.tooltip('Select whether to include an variation 3 component (a variation of the main component).')
im.SameLine()
end
im.tooltip('Select a new static mesh for the variation 3 component.')
im.SameLine()
im.Text(('[' ..selSpline.alias3MeshName .. ']') or '[Not Set]')
im.tooltip('The currently-selected static mesh for the variation 3 component.')
im.NextColumn()
end
im.tooltip('Use a separate start cap mesh for the first section.')
im.SameLine()
end
im.tooltip('Select a new static mesh for the start cap section.')
im.SameLine()
im.Text(('[' ..selSpline.startCapMeshName .. ']') or '[Not Set]')
im.tooltip('The currently-selected static mesh for the start cap section.')
im.NextColumn()
end
im.tooltip('Use a separate end cap mesh for the last section.')
im.SameLine()
end
im.tooltip('Select a new static mesh for the end cap section.')
im.SameLine()
im.Text(('[' ..selSpline.endCapMeshName .. ']') or '[Not Set]')
im.tooltip('The currently-selected static mesh for the end cap section.')
im.NextColumn()
im.Text("Main:")
im.tooltip('Set the rotation around the Z-axis for the main component.')
im.SameLine()
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
im.Text("Var 1:")
im.tooltip('Set the rotation around the Z-axis for the variation 1 mesh.')
im.SameLine()
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
im.Text("Var 2:")
im.tooltip('Set the rotation around the Z-axis for the variation 2 mesh.')
im.SameLine()
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
im.Text("Var 3:")
im.tooltip('Set the rotation around the Z-axis for the variation 3 mesh.')
im.SameLine()
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
im.Text("Start Cap:")
im.tooltip('Set the rotation around the Z-axis for the start cap mesh.')
im.SameLine()
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
im.Text("End Cap:")
im.tooltip('Set the rotation around the Z-axis for the end cap mesh.')
im.SameLine()
end
im.tooltip('Set the rotation to 0°.')
im.SameLine()
end
im.tooltip('Set the rotation to 90°.')
im.SameLine()
end
im.tooltip('Set the rotation to 180°.')
im.SameLine()
end
im.tooltip('Set the rotation to 270°.')
im.NextColumn()
end
im.tooltip('Use a round robin distribution for the alias meshes.')
im.SameLine()
end
im.tooltip('Use a random distribution for the alias meshes.')
im.NextColumn()
end
im.tooltip("Reset to default")
else
end
im.tooltip("Set the weight (similar to probability) of the main mesh.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip("Set the weight (similar to probability) of the variation 1 mesh.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip("Set the weight (similar to probability) of the variation 2 mesh.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip("Set the weight (similar to probability) of the variation 3 mesh.")
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the Domain Of Influence, in meters.')
im.PopItemWidth()
end
im.tooltip("Reset to default")
else
end
im.tooltip("Reset to default")
else
end
im.tooltip("Reset to default")
else
end
im.tooltip("Reset to default")
else
end
im.tooltip('Terraform the terrain to the selected Mesh Spline.')
else
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
im.PopItemWidth()
im.tooltip("Number of states for this controller type (e.g. 3 states for a green, yellow, & red traffic light).")
im.PopItemWidth()
im.tooltip("State index to use as the default state (e.g. 3 for red).")
editor.uiIconImage(editor.icons.star, iconVec, imColors.warning)
im.tooltip("This state is the default state of this controller type.")
end
im.PopItemWidth()
im.tooltip("Number of lights for this controller state.")
im.PopItemWidth()
im.tooltip("Set this to 0 to disable duration.")
end
im.tooltip("Shift-Click in the world to create a new signal instance point.")
im.Button("?")
im.tooltip("Signals are grouped together if they are in an intersection formation.")
end
im.tooltip("Highlights other instances in this group, in the selection list.")
im.Button("?")
im.tooltip("Select signal objects, such as traffic lights, to link with this instance. Remember to Save Level (Ctrl+S) after you are done.")
end
im.tooltip("Enables object selection mode to select signal objects.")
end
im.tooltip("Resets linked signal objects.")
else
end
im.tooltip("Apply the dynamic field [signalInstance] to objects in this selection.")
im.SameLine()
im.Button("?")
im.tooltip("States run in order; the next state starts when the timer reaches the current state duration.")
if state.state == "redTrafficLight" then
im.tooltip("This is usually the delay time until the next signal phase starts.")
end
im.PopItemWidth()
im.tooltip("This can also be negative, to skip ahead in the sequence.")
end
im.tooltip("If true, this sequence starts with all signals in the off state.")
im.Button("?")
im.tooltip("Phases run in order, and each phase runs the assigned controllers. Each controller can only be used once per sequence.")
end
im.tooltip("Remove Controller from Phase")
im.SameLine()
end
im.tooltip("Add Controller to Phase")
end
im.PopStyleVar()
im.tooltip("Phase "..i)
end
end
im.tooltip("Play")
else
end
im.tooltip("Pause")
else
end
im.tooltip("Play")
end
end
im.tooltip("Stop")
end
end
im.tooltip("Pause")
else
end
im.tooltip("Play")
end
end
im.tooltip("Advance Step")
im.TableNextColumn()
end
im.tooltip("Automatically sets names of signals based on their properties.")
end
im.tooltip("Automatically selects all similar traffic light objects when one is selected.")
end
im.tooltip("Displays the closest road while the current signal is selected.")
@/lua/ge/extensions/editor/missionEditor/genericTypeData.lua
im.Text(elem.fieldName)
im.tooltip(elem.fieldName .." with type: " .. dumps(elem.type))
im.NextColumn()
im.Text(elem.fieldName)
im.tooltip(elem.fieldName .." with type: " .. dumps(elem.typeInFG) .. " but should be: " .. dumps(elem.type))
im.NextColumn()
im.Text(elem.fieldName)
im.tooltip(elem.fieldName .." with type: " .. dumps(elem.type))
im.NextColumn()
im.Text(elem.name)
im.tooltip(elem.name .." with type: " .. dumps(elem.type))
end
end
im.tooltip(dumps(self.mtdIssues))
else
@/lua/ge/extensions/editor/roadSpline.lua
end
im.tooltip('Add a new road spline.')
im.SameLine()
end
im.tooltip('Import road splines from a bitmap mask.')
im.SameLine()
end
im.tooltip(isDrawPolygon and 'Click to stop drawing a selection polygon.' or 'Click to draw a selection polygon, to convert scene objects to a Road Spline.')
im.SameLine()
end
im.tooltip('Remove all road splines from the session.')
else
end
im.tooltip((isLockShape and 'Unlock the shape of the road spline to move nodes separately' or 'Lock the shape of the road spline to move nodes rigidly'))
else
end
im.tooltip('Export the session as a .PNG mask file. Will not include any disabled Road Splines.')
else
im.TextColored(cols.dullWhite, group.name)
im.tooltip('This road spline is linked to a Master Spline. To edit or remove it, first unlink it from within the Master Spline Editor.')
elseif not group.isEnabled then
im.TextColored(cols.dullWhite, group.name)
im.tooltip('This road spline is disabled. To edit or remove it, first enable it.')
else
end
im.tooltip('Edit the road spline name.')
if im.IsItemActive() then
end
im.tooltip("Remove this road spline from the session.")
else
end
im.tooltip((group.isEnabled and 'Disable' or 'Enable') .. ' this road spline.')
else
end
im.tooltip('Move the camera to the selected Road Spline.')
else
end
im.tooltip('Splits the selected road spline into two, at the selected node.')
else
end
im.tooltip('Flips the direction of the selected road spline (back to front).')
else
end
im.tooltip('Simplifies the selected road spline (reduces the number of nodes).')
else
end
im.tooltip('Saves the selected profile to disk.')
else
end
im.tooltip('Loads a previously-saved profile from disk.')
else
end
im.tooltip('Toggle whether all layers in this spline should render over other objects.')
im.Dummy(im.ImVec2(0, 3))
end
im.tooltip('Toggle whether to include light tread marks on the Road Spline.')
im.SameLine()
end
im.tooltip('Toggle whether to include heavy tread marks on the Road Spline.')
im.SameLine()
end
im.tooltip('Toggle whether to include repair 1 fixes on the Road Spline.')
im.SameLine()
end
im.tooltip('Toggle whether to include repair 2 fixes on the Road Spline.')
im.NextColumn()
end
im.tooltip('Toggle whether to include damaged asphalt wear 1 on the Road Spline.')
im.SameLine()
end
im.tooltip('Toggle whether to include damaged asphalt wear 2 on the Road Spline.')
im.SameLine()
end
im.tooltip('Toggle whether to include patches on the Road Spline.')
im.SameLine()
end
im.tooltip('Toggle whether to include road cracks on the Road Spline.')
im.NextColumn()
end
im.tooltip(((selGroup.isRoadCenterLine and 'Disable') or 'Enable') .. ' the road center line.')
im.SameLine()
end
im.tooltip(((selGroup.isRoadEdgeLines and 'Disable') or 'Enable') .. ' the road edge lines.')
im.SameLine()
end
im.tooltip(((selGroup.isRoadLaneLines and 'Disable') or 'Enable') .. ' the road lane lines.')
im.SameLine()
end
im.tooltip(((selGroup.isEdgeBlend1 and 'Disable') or 'Enable') .. ' the edge blend 1.')
im.SameLine()
end
im.tooltip(((selGroup.isEdgeBlend2 and 'Disable') or 'Enable') .. ' the edge blend 2.')
im.SameLine()
end
im.tooltip(((selGroup.isEdgeBlend3 and 'Disable') or 'Enable') .. ' the edge blend 3.')
im.PopStyleVar(2)
im.TextColored(cols.dullWhite, layer.name)
im.tooltip('This layer is disabled.')
else
end
im.tooltip('Edit the layer name.')
if im.IsItemActive() then
end
im.tooltip('Remove this layer from the Road Spline.')
end
end
im.tooltip(layer.isEnabled and "Disable this layer (content will be removed from the Road Spline)" or "Enable this layer (content will be included in the Road Spline)")
im.NextColumn()
end
im.tooltip('Add a new layer to the selected Road Spline.')
else
end
im.tooltip("Duplicate the selected layer.")
else
end
im.tooltip('Remove all user-created layers from the selected Road Spline. Auto-generated layers will be preserved.')
else
end
im.tooltip('Select a new material for the selected layer.')
im.SameLine()
im.Text('Material: [' .. (selectedLayer.material or 'Not Selected') .. ']')
im.tooltip('The currently-selected material for this layer.')
im.Columns(1)
end
im.tooltip('Toggle whether this layer should be flipped left <--> right.')
im.NextColumn()
end
im.tooltip('Toggle whether this layer should track the width of the group spline (checked), or use its own fixed width (unchecked).')
im.NextColumn()
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the width of the layer.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the lateral position of the layer (-1.0 = left edge, 0.0 = center, 1.0 = right edge).')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the texture length of the layer.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the render priority of the layer.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the fade in of the layer.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the fade out of the layer.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the margin around the road spline for terrain painting.')
if im.IsItemActivated() then
end
im.tooltip("Reset to default")
else
end
im.tooltip('Set the material to be used with terrain painting.')
if im.IsItemActivated() then
end
im.tooltip('Switch terrain painting ' .. ((selGroup.isPainting and 'off') or 'on') .. '.')
im.PopStyleVar(2)
@/lua/ge/extensions/editor/flowgraph/events.lua
end
ui_flowgraph_editor.tooltip("Project Time: " ..formatTime(e.time - self.mgr.startTime))
ui_flowgraph_editor.tooltip("Global Time: " .. e.globalTime)
ui_flowgraph_editor.tooltip("Project Time: " ..formatTime(e.time - self.mgr.startTime))
ui_flowgraph_editor.tooltip("Global Time: " .. e.globalTime)
ui_flowgraph_editor.tooltip("Frame: " .. dumps(e.frame))
ui_flowgraph_editor.tooltip("Global Time: " .. e.globalTime)
ui_flowgraph_editor.tooltip("Frame: " .. dumps(e.frame))
im.NextColumn()
im.TextColored(logColors[e.type] or colWhite, e.type)
ui_flowgraph_editor.tooltip(logNames[e.type] or e.type)
im.NextColumn()
if e.description and e.description ~= "" then
ui_flowgraph_editor.tooltip(e.description)
end
if e.meta.type == 'node' and e.meta.node then
ui_flowgraph_editor.tooltip("Double Click to jump to " .. e.meta.node.name.."/"..e.meta.node.id)
if im.IsItemHovered() and im.IsMouseDoubleClicked(0) then
if e.meta.type == 'graph' and e.meta.graph then
ui_flowgraph_editor.tooltip("Double Click to jump to " .. e.meta.graph.name.."/"..e.meta.graph.id)
if im.IsItemHovered() and im.IsMouseDoubleClicked(0) then
@/lua/ge/extensions/editor/terrainEditor.lua
end
im.tooltip("Add, edit, delete terrain materials")
end
end
im.tooltip("Browse...")
--TERRAIN: HOLE MAP IMAGE
end
im.tooltip("Browse...")
if btnWidth < im.CalcTextSize(map.path).x + 2*var.style.ItemSpacing.x then
im.tooltip(map.path)
end
end
im.tooltip("Browse...")
if im.IsItemHovered() and not var.sc_dragId then
im.tooltip(string.format("%.2f", var.softSelectFilter[i]))
if im.IsMouseClicked(0) then
if tooltip then
im.tooltip(tooltip)
end
if tooltip then
im.tooltip(tooltip)
end
end
if im.IsItemHovered() then im.tooltip(brushType.tooltip) end
if sameLine == true then im.SameLine() end
end
if im.IsItemHovered() then im.tooltip(brush.tooltip) end
if brush.disabled and brush.disabled == true then
end
im.tooltip("Changes the softness curve")
im.SameLine()
end
im.tooltip("Terrain Height Picker")
if editEndedBrushSoftness[0] == true then
end
im.tooltip("Set the domain of influence of the terraforming, in meters.")
end
im.tooltip("Set the terraforming margin, in meters.")
end
im.tooltip("Set the falloff exponent of the terraforming.")
end
im.tooltip("Set the noise roughness (set to zero for no noise).")
end
im.tooltip("Set the noise scale.")
end
im.tooltip('Terraform the terrain to the supported sources in the current selection.')
end
end
im.tooltip('Clear the current terraforming polygon.')
im.SameLine()
end
im.tooltip('Terraform the terrain to the supported sources within the polygon.')
end
end
im.tooltip("Import Terrain")
im.SameLine()
end
im.tooltip("Export Terrain")
editor.uiVertSeparator(32)
@/lua/ge/extensions/editor/dynamicDecals/inspector.lua
im.InputText(string.format("##uid_%s", widgetId), editor.getTempCharPtr(layer.uid), nil, im.InputTextFlags_ReadOnly)
im.tooltip("Read-only type")
im.PopItemWidth()
im.InputText(string.format("##type_%s", widgetId), editor.getTempCharPtr(string.format("%s Layer", helper.splitAndCapitalizeCamelCase(api.layerTypesMap[layer.type]))), nil, im.InputTextFlags_ReadOnly)
im.tooltip("Read-only type")
im.PopItemWidth()
@/lua/ge/extensions/flowgraph/nodes/math/math.lua
end
ui_flowgraph_editor.tooltip(template.description)
end
self.mgr:DrawTypeIcon(pin.type, true, 1)
ui_flowgraph_editor.tooltip(dumps(pin.type))
im.SameLine()
@/lua/ge/extensions/editor/flowgraph/main.lua
im.EndDisabled()
ui_flowgraph_editor.tooltip("No File Found under " .. dumps(file) .. " !")
end
end
im.tooltip("Creates an additional .json file so this Project can be loaded as a scenario.")
im.Separator()
end
ui_flowgraph_editor.tooltip("Replaces the current projects contents with a loaded one.")
if im.MenuItem1("Load Macro from file...") then
if editor.getPreference("flowgraph.debug.editorDebug") then
ui_flowgraph_editor.tooltip("Selected Graph: " .. gr:toString() .. ", displayed graph " .. graph:toString())
end
editor.uiIconImage(self.mgr.runningState ~= "running" and editor.icons.pause_circle_outline or editor.icons.play_circle_filled, im.ImVec2(20, 20))
ui_flowgraph_editor.tooltip(self.mgr.runningState == "running" and "Project Running" or "Project Stopped")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Start Execution")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Start and immediatly pause")
elseif self.mgr.runningState == "running" then
editor.uiIconImage(editor.icons.play_arrow, im.ImVec2(20, 20))
ui_flowgraph_editor.tooltip("Project running")
end
ui_flowgraph_editor.tooltip("Pause")
end
ui_flowgraph_editor.tooltip("Resume Execution")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Step 1 Frame")
end
end
ui_flowgraph_editor.tooltip("Stop Execution")
else
editor.uiIconImage(editor.icons.stop, im.ImVec2(20, 20))
ui_flowgraph_editor.tooltip("Project stopped")
end
end
ui_flowgraph_editor.tooltip("Reserialize Mgr (debug)")
end
end
ui_flowgraph_editor.tooltip("Minimize Editor.")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Hides the editor when running and shows the Monitor instead.")
if editor.getPreference("flowgraph.debug.duplicateIdCheck") then
im.SameLine()
-- ui_flowgraph_editor.tooltip("Replacing original target link.")
self.mgr:DrawTypeIcon(other.type, true, 1)
@/lua/ge/extensions/editor/missionEditor/layers.lua
editor.uiIconImage(editor.icons.info, imVec20x20, infoColor)
im.tooltip("Mission will try to find files in each of these folders, until it finds a matching file.")
local width = im.GetContentRegionAvailWidth()
if layer.isMissionFolderDir then
im.tooltip("This is the mission folder and cannot be changed.")
end
if layer.isMissionTypeDir then
im.tooltip("This is the mission type folder and cannot be changed.")
end
@/lua/ge/extensions/editor/objectToSplineEditor.lua
end
im.tooltip("Select the object that you want to make copies of.")
im.NextColumn()
end
im.tooltip("Select the road that you want to use as a spline or guide.")
if guideErrorTxt then
if im.RadioButton2("Auto ##objectSpline", objAxis, im.Int(1)) then _changed = true end
im.tooltip("Uses the longest side: X or Y")
im.SameLine()
if im.Checkbox("Use Position Correction", useAltMode) then _changed = true end
im.tooltip("Enable this to improve placements of objects that have non-centered origins, such as some fences.")
if im.InputInt("Object Limit##objectSpline", objLimit, 10) then _changed = true end
im.tooltip("Sets the maximum amount of objects to spawn, as a safety.")
im.PopItemWidth()
@/lua/ge/extensions/editor/assetBrowser.lua
-- im.SetNextWindowSize(im.ImVec2(0, im.GetContentRegionAvail().y))
im.tooltip(tooltip)
if contextMenu == true then
end
im.tooltip(dir.name)
setScrollBarValue()
im.tooltip(material.name)
end
if var.options.assetViewFilterType == var.assetViewFilterType_enum.current_folder_files then
im.tooltip(file.fullFileName)
elseif var.options.assetViewFilterType == var.assetViewFilterType_enum.all_files then
elseif var.options.assetViewFilterType == var.assetViewFilterType_enum.all_files then
im.tooltip(file.path)
end
end
im.tooltip("Thumbnail size")
im.PopID()
if var.historyIndex > 1 then
im.tooltip("back to " .. var.history[(var.historyIndex -1)].path)
end
if tooltipDir then
im.tooltip("forward to " .. tooltipDir.path)
end
im.PopStyleColor()
im.tooltip("Save current filter")
local open_popup_rmb = false
im.tooltip("Filter by type")
im.PopStyleColor()
im.tooltip((var.options.treeView == true) and "Hide tree view" or "Show tree view")
im.PopItemWidth()
im.tooltip("Sort by")
im.PopItemWidth()
im.tooltip("Group by")
im.PopStyleColor()
im.tooltip((editor.getPreference("assetBrowser.general.filter_displayDirs") == true) and "Hide folders" or "Show folders")
im.PopStyleColor()
im.tooltip((editor.getPreference("assetBrowser.general.filter_displayAssets") == true) and "Hide assets" or "Show assets")
im.PopStyleColor()
im.tooltip((var.options.filter_displayTextureSets == true) and "Hide texture sets" or "Show texture sets")
im.PopStyleColor()
im.tooltip("Search for files in all folders.")
im.PopStyleColor(1)
im.tooltip("Search for files and directories in the current selected directory.")
im.PopStyleColor()
im.tooltip("Restore filter settings")
if maxWidth < im.CalcTextSize(assetName).x then
im.tooltip(assetName)
end
if maxWidth < im.CalcTextSize(inspector_selectedAsset.path).x then
im.tooltip(inspector_selectedAsset.path)
end
if maxWidth < im.CalcTextSize(inspector_selectedAsset.filestats.accesstimeString).x then
im.tooltip(inspector_selectedAsset.filestats.accesstimeString)
end
if maxWidth < im.CalcTextSize(inspector_selectedAsset.filestats.createtimeString).x then
im.tooltip(inspector_selectedAsset.filestats.createtimeString)
end
if maxWidth < im.CalcTextSize(inspector_selectedAsset.filestats.modtimeString).x then
im.tooltip(inspector_selectedAsset.filestats.modtimeString)
end
@/lua/ge/extensions/career/modules/linearTutorial.lua
end
im.tooltip(file[2])
end
@/lua/ge/extensions/editor/crawlEditor/waypoints.lua
end
im.tooltip("Copies the custom fields of this object to use for other objects.")
im.SameLine()
end
im.tooltip("Pastes the stored custom fields into this object.")
end
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
im.SameLine()
im.tooltip((injoints and 'Skip' or 'Find')..' joint parts')
-- im.tooltip('CW:'..tostring(im.GetCursorPosX())..':'..tostring(im.GetColumnWidth()))
im.tooltip((injoints and 'Skip' or 'Find')..' joint parts')
-- im.tooltip('CW:'..tostring(im.GetCursorPosX())..':'..tostring(im.GetColumnWidth()))
end
im.SameLine()
im.tooltip('Show'..' links'..'>'..tostring(env.ui['geo_up'])..'<')
]]
im.Unindent(12)
im.tooltip(inmesh and 'To JBeam parts' or 'To mesh parts')
end
UI.buttonImg('dae_out', 'floppyDisk', {34,34}, color)
im.tooltip('To DAE') --?? LU:'..tostring(env.ui['lod_up']))
if color ~= UI.cbutOff then
im.tooltip((indae and 'To objects' or 'Explore mesh'))
-- im.tooltip('Explore '..(indae and 'files' or 'mesh'))
im.tooltip((indae and 'To objects' or 'Explore mesh'))
-- im.tooltip('Explore '..(indae and 'files' or 'mesh'))
-- im.tooltip('File explorer'..tostring(indae)..':'..tostring(color))
-- im.tooltip('Explore '..(indae and 'files' or 'mesh'))
-- im.tooltip('File explorer'..tostring(indae)..':'..tostring(color))
end
UI.buttonTxt('file_up', d.s)
im.tooltip(d.s)
im.NextColumn()
im.Unindent(-4)
im.tooltip('Favorites filter')
end
UI.buttonTxt('dir_up', fsnode.astep[j])
-- im.tooltip('Favo')
-- im.Text(fsnode.path[i])
-- im.Unindent(-40)
im.tooltip('To favorites')
end
im.Unindent(-4)
im.tooltip(color == UI.cbutOff and 'Mark as favorite' or 'Unmark')
im.NextColumn()
color, nil, vec3(0.8,0.8))
im.tooltip('To '..(env.ui['model_on'] and 'files' or 'models'))
if im.IsItemHovered() then
@/lua/ge/extensions/editor/scriptAIEditor.lua
end
im.tooltip('Scenario contains negative times. Please normalize before execution.')
im.SameLine()
end
im.tooltip('Execute scenario')
else
end
im.tooltip('Stop scenario execution')
end
im.Checkbox("Overlay", twd.isOverlay)
im.tooltip('Execute other scripts during recording')
im.Checkbox("Display", twd.isDispInExe)
im.tooltip('Show trajectory guides when executing')
end
im.tooltip('Play time-transport guide')
else
end
im.tooltip('Stop time-transport guide')
end
end
im.tooltip('Rewind time-transport guide')
im.PopStyleVar()
end
im.tooltip('Fast forward time-transport guide')
end
im.Checkbox("Loop", twd.isLooping)
im.tooltip('Loop the time-transport guide')
end
im.tooltip('Open/close vehicles window')
end
im.tooltip('Open/close trajectories window')
end
im.tooltip('Open/close camera window')
end
im.tooltip('Load session')
if numTrajectories > 0 and numVehicles > 0 then
end
im.tooltip('Save session')
end
end
im.tooltip('Remove this vehicle.')
im.NextColumn()
end
im.tooltip('Go to the selected vehicle.')
im.NextColumn()
end
im.tooltip('Open the linked trajectory window.')
end
end
im.tooltip('Record a script with this vehicle.')
im.SameLine()
end
im.tooltip('Stop recording.')
end
end
im.tooltip('Remove the selected trajectory.')
im.NextColumn()
end
im.tooltip('Open the linked trajectory window.')
end
end
im.tooltip('Manually draw-in a new trajectory on the map.')
im.SameLine()
end
im.tooltip('Import a trajectory from file.')
else
im.ColorEdit3("", tr.col)
im.tooltip('Select a color for the trajectory.')
im.Separator()
end
im.tooltip('Unlock the highlighted node, so it can be moved in time/space.')
end
end
im.tooltip('Increase the velocity at the highlighted node.')
im.SameLine()
end
im.tooltip('Decrease the velocity at the highlighted node.')
im.SameLine()
end
im.tooltip('Add a new node directly after the highlighted node.')
im.SameLine()
end
im.tooltip('Double the node resolution for finer-grained detailing.')
im.SameLine()
end
im.tooltip('Remove the highlighted node.')
im.SameLine()
end
im.tooltip('Lock the highlighted node, so that its values will not change.')
else
end
im.tooltip('Unlock the highlighted node, so it can be moved in time/space.')
end
end
im.tooltip('Reveal this trajectory on the map, from a top-down view.')
im.SameLine()
end
im.tooltip('Export this trajectory to file.')
im.Separator()
im.InputFloat("start", tr.vModeTStart, 1, 0.0)
im.tooltip('The start time at which to execute this trajectory.')
im.PopItemWidth()
im.InputFloat("end", tr.vModeTEnd, 1, 60.0)
im.tooltip('The end time at which to execute this trajectory.')
im.PopItemWidth()
end
im.tooltip('Attach this trajectory to the selected vehicle.')
else
end
im.tooltip('Detach this trajectory from its linked vehicle.')
im.SameLine()
end
im.tooltip("Move camera to this trajectory's linked vehicle.")
end
end
im.tooltip('Assign the set velocity to the trajectory.')
im.SameLine()
im.InputFloat(" Velocity (kph)", tr.inputVelocity, 10.0, 1.0)
im.tooltip('Enter a velocity to be set along the full length of this trajectory.')
im.PopItemWidth()
end
im.tooltip('Switch between spline/polyline representation.')
if tr.isUseSpline[0] == true then
im.Checkbox("Trajectory", tr.isDisplay)
im.tooltip('Switch the visual display of this trajectory on/off.')
im.NextColumn()
im.Checkbox("Nodes", tr.isMarkNodes)
im.tooltip('Includes/Removes the trajectory nodes on the display.')
im.NextColumn()
im.Checkbox("Velocities", tr.isMarkVelocities)
im.tooltip('Includes/Removes the line segment velocities on the display.')
im.NextColumn()
im.Checkbox("Rigid Path", tr.isUseRigidTranslation)
im.tooltip('Treats the full trajectory as a rigid body when moving it on the map.')
if isTimeBased == true then
im.Checkbox("AI Assistant", tr.isExternalForce)
im.tooltip('Switches AI assistance on/off. This helps to keep the vehicle on course.')
im.NextColumn()
im.Checkbox("Hold Velocity", tr.isHoldVelocity)
im.tooltip('Maintains the average velocities of each section, as nodes are moved on the map.')
im.NextColumn()
im.SliderFloat("", tr.fieldRange, 0.1, 200.0, "Field = %.3f")
im.tooltip('Sets the attraction force field while editing this trajectory on the map.')
im.PopItemWidth()
end
im.tooltip('Change the time when the camera should arrive at this node.')
if (j > 1 and n.t[0] <= nodes[j - 1].t[0]) or (j < numNodes and n.t[0] >= nodes[j + 1].t[0]) then n.t = im.FloatPtr(tOld) end
end
im.tooltip('Change the smoothness value of this node, in [0, 1].')
if n.smoothness[0] < 0.0 then n.smoothness = im.FloatPtr(0.0) end
im.Checkbox("Moving Start##" .. tostring(ctr + 2), n.movingStart)
im.tooltip('Set whether or not to allow continuous movement on approach to this node.')
im.NextColumn()
im.Checkbox("Moving End##" .. tostring(ctr + 3), n.movingEnd)
im.tooltip('Set whether or not to allow continuous movement on departure from this node.')
im.NextColumn()
end
im.tooltip('Unlock the highlighted node, so it can be moved in time/space.')
end
end
im.tooltip('Adds a camera trajectory node at the current camera position and current time.')
if isDisabled then im.EndDisabled() end
end
im.tooltip('Removes the selected camera node.')
if isDisabled then im.EndDisabled() end
end
im.tooltip('Auto generate a simple top-down camera path along the currently-selected trajectory.')
if isDisabled then im.EndDisabled() end
end
im.tooltip('Shows a top-down view of the full camera trajectory.')
im.NextColumn()
end
im.tooltip('Lock the highlighted node, so that its values will not change.')
else
end
im.tooltip('Unlock the highlighted node, so it can be moved in time/space.')
end
im.Checkbox("Display", cwd.isDisplay)
im.tooltip('Toggles the camera trajectory display on the map, when editing.')
im.SameLine()
im.Checkbox("On Execute", cwd.isOnExecute)
im.tooltip('Toggles whether the camera path will be used during execution.')
im.NextColumn()
im.SliderFloat("", cwd.fieldRange, 0.1, 200.0, "Field = %.3f")
im.tooltip('Sets the attraction force field while editing this camera path.')
im.PopItemWidth()
im.ColorEdit3("", cwd.col)
im.tooltip('Selects a color for the camera trajectory.')
im.NextColumn()
im.ColorEdit3("", dwd.drawCol)
im.tooltip('Select a color for the trajectory.')
im.Separator()
end
im.tooltip('Finish drawing trajectory, and add to the trajectory list.')
im.EndListBox()
end
im.tooltip('Create trajectory and finish drawing.')
im.SameLine()
@/lua/ge/extensions/editor/dynamicDecals/settings.lua
end
im.tooltip("Changing UV layer will reproject all layers.\nDepending on the amount of layers this might take some time.")
im.PopItemWidth()
end
im.tooltip("Changing the texture resolution will reproject all layers.\nDepending on the amount of layers this might take some time.")
local textureResolution = api.getTextureResolution()
@/lua/ge/extensions/editor/toolUtilities/materialSelectionMgr.lua
im.PopID()
im.tooltip("Type to filter material names by name.")
im.Separator()
@/lua/ge/extensions/gameplay/drag/debug.lua
if im.IsItemHovered() then
im.tooltip("Add selected vehicle from scenetree to Lane: " ..k)
end
@/lua/ge/extensions/editor/flowgraphEditor.lua
im.EndDisabled()
ui_flowgraph_editor.tooltip("No File Found under " .. dumps(file) .. " !")
end
end
ui_flowgraph_editor.tooltip("Maximize Editor.")
im.SameLine()
end
ui_flowgraph_editor.tooltip("Stop Execution")
im.SameLine()
end
im.tooltip("Resets the recently used node data. This data is used to improve the accuracy of search in the node library, by putting nodes you use more often at the top of the results.")
end
@/lua/ge/extensions/editor/dynamicDecals/colorPresets.lua
end
im.tooltip("Remove color preset")
end
im.tooltip("Set color preset as decal color")
end
im.tooltip("Set color preset as fill color")
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/customVehicleGetter.lua
end
ui_flowgraph_editor.tooltip(fun.description or "")
end
@/lua/ge/extensions/editor/rallyEditor/pacenotes/pacenoteForm.lua
end
im.tooltip(tooltipStr)
im.Text(codriverHelpTxt)
im.tooltip(codriverHelpTxt)
end
im.tooltip(dumps(pacenote:getNoteFieldStructured()))
end
im.PushStyleColor2(im.Col_Text, cc.clr_error)
im.tooltip(issues)
im.PopStyleColor()
end
im.tooltip("Override the audio mode just for this pacenote.")
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.")
end
im.tooltip("Makes this pacenote's timing later.")
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.")
end
im.tooltip("Makes this pacenote's timing later.")
im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
im.tooltip("Default: unchecked\nWhen checked, distance call will not be included in this pacenote.")
-- end
-- im.tooltip(playbackRulesHelpText)
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/path.lua
im.ColorButton(string.format("##%s_%s_%s", layer.uid, guiId, "inspector_colorpalettemapidbutton"), editor.getTempImVec4_TableTable(col))
im.tooltip("Vehicle color palette color")
end
end
im.tooltip("Flip decal horizontally")
im.PopStyleColor()
end
im.tooltip("Flip decal vertically")
im.PopStyleColor()
end
im.tooltip("alpha mask rotation in degrees")
im.PopItemWidth()
end
im.tooltip("Reset to default")
end
end
im.tooltip("Reverses the order of the data points")
end
im.tooltip("Hover the button to show the position of the data points in the 3d viewport")
end
im.tooltip("Remove entry")
im.SameLine()
end
im.tooltip("Insert entry")
if k == count then im.EndDisabled() end
end
im.tooltip("Move data point")
if im.IsItemHovered() then
end
im.tooltip("Move path point")
im.SameLine()
end
im.tooltip("Finish path layer")
end
im.tooltip("Remove last path layer data point")
if #property.description > 0 then
im.tooltip(property.description)
end
end
im.tooltip("- Click to highlight property -")
end