private void Mesh_OnTransformModified(SceneObject so) { CC.InvalidateSlicing(); slice_gizmo_valid = false; // set dirty flag on scene CCActions.SetCurrentSceneModified(); }
void setting_modified(bool invalidate_slicing, bool invalidate_paths) { if (invalidate_slicing) { CC.InvalidateSlicing(); } else if (invalidate_paths) { CC.InvalidateToolPaths(); } bValueModified = true; OnSettingModified?.Invoke(this); }
private void Mesh_OnMeshModified(DMeshSO so) { CC.InvalidateSlicing(); if (so is PrintMeshSO) { update_mesh_material(so as PrintMeshSO); } slice_gizmo_valid = false; // set dirty flag on scene CCActions.SetCurrentSceneModified(); }
void setting_modified(bool invalidate_slicing, bool invalidate_paths) { WriteToCurrentSettings(); // [RMS] need to do this so that settings are reflected in // slicer. To avoid, we need to know to grab from CC.ObjSettings instead... if (invalidate_slicing) { CC.InvalidateSlicing(); } else if (invalidate_paths) { CC.InvalidateToolPaths(); } bValueModified = true; OnSettingModified?.Invoke(this); }