fix(editor): shrink NPC markers, add show/hide toggle

- NPC markers reduced from 30-unit poles to 8-unit poles (was
  overwhelming and obscuring terrain). Base 1.5u, diamond top 1u
- "Show Position Markers" checkbox in NPC panel to toggle visibility
- Markers hidden when checkbox unchecked — useful when M2 creature
  models are rendering and markers are redundant
- Marker alpha reduced for less visual noise
This commit is contained in:
Kelsi 2026-05-05 22:11:53 -07:00
parent d84ad82e26
commit e287cc9a78
3 changed files with 23 additions and 12 deletions

View file

@ -55,6 +55,8 @@ public:
void setPathPreview(const glm::vec3& start, const glm::vec3& end, float width, bool visible);
void setWireframe(bool enabled);
void setShowNpcMarkers(bool show) { showNpcMarkers_ = show; }
bool getShowNpcMarkers() const { return showNpcMarkers_; }
bool isWireframe() const { return wireframe_; }
void setClearColor(float r, float g, float b) { clearR_=r; clearG_=g; clearB_=b; }
@ -121,7 +123,8 @@ private:
uint32_t brushVertCount_ = 0;
bool brushVisible_ = false;
// NPC position markers (always visible fallback)
// NPC position markers
bool showNpcMarkers_ = true;
VkBuffer npcMarkerVB_ = VK_NULL_HANDLE;
VmaAllocation npcMarkerVBAlloc_ = VK_NULL_HANDLE;
uint32_t npcMarkerVertCount_ = 0;