void editor_TextureValuesChanged(object sender, Graphics.Editors.TextureValuesChangedEvent e)
            {
                MainWindow.Instance.CurrentMap.Ground.UpdatePieceMeshes(e.ChangedRegion);

                var bb = new BoundingBox();

                bb.Minimum = Common.Math.ToVector3(MainWindow.Instance.CurrentMap.Settings.Position) +
                             new Vector3(e.ChangedRegion.X * MainWindow.Instance.CurrentMap.Settings.Size.Width,
                                         e.ChangedRegion.Y * MainWindow.Instance.CurrentMap.Settings.Size.Height, float.MinValue);
                bb.Maximum = Common.Math.ToVector3(MainWindow.Instance.CurrentMap.Settings.Position) +
                             new Vector3(e.ChangedRegion.Right * MainWindow.Instance.CurrentMap.Settings.Size.Width,
                                         e.ChangedRegion.Bottom * MainWindow.Instance.CurrentMap.Settings.Size.Height, float.MaxValue);

                foreach (var v in view.sceneQuadtree.Cull(bb))
                {
                    if (v is Client.Game.Map.GameEntity && ((Client.Game.Map.GameEntity)v).EditorSelectable &&
                        !((Client.Game.Map.GameEntity)v).EditorLockTranslation)
                    {
                        ((Client.Game.Map.GameEntity)v).EditorHeightmapChanged(view.GroundProbe);
                    }
                }
            }
 void editor_TextureValuesChanged(object sender, Graphics.Editors.TextureValuesChangedEvent e)
 {
     //MainWindow.Instance.CurrentMap.Ground.UpdatePieceTextures(e.ChangedRegion);
 }