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Add whether they HasAlternate, IsAlternate or are None Actually store the alternate room after reading it from a level
Also regen transparency when the flip happens
This fixes depth mode (mostly)
…ate and flip is toggled If user is looking at A in depth and clicks flip, A flips to B so the user then focuses on B.
This now only happens when you click on a room. The room navigator now only changes your camera when you are already in Orbit mode. This means that you can toggle flip and it won't refocus the camera if you have a room that is involved in flipmaps selected.
…alternate mode Stops the user being able to get out of sync
…ip state to match This stops problems where it tries to render rooms that aren't visible according to the global state.
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Add initial version of the flipmap toggle.
'Flip' checkbox added to the UI.
Now store and use alternate_room from the level file.
Rooms are identified (in code) as 'IsAlternate', 'HasAlternate' or Normal.
Toggling flip when user has a flip room selected will take the user with them to the new room.
Entities are rendered in the original room and the alternate room.
#42