* Added new cut() function witch respects to the rotation of the cut plane
* Added revert buttons to the GizmoCutDialog
* Fixed GLGizmoCenterMove::bounding_box(). Pad and supports don't added to the bb now
1) Lost orientation after reload from disk (SPE-1182)
2) Wrong objects replacement from reload from disk command (SPE-1183)
3) Reload from disk not disabled for built-in models (SPE-1184)
Some code refactoring:
* use GUI_App::open_preferences() on all places where it's needed
* Preferences Dialog is an attribute of a ManeFrame class and created just ones during the MainFrame creation now.
* Created class Highlighter. Use it in Preferences and Tab
with some Windows scaling, see GH issue #7414.
The issue was most likely due to the initial main frame size
generated by Windows based on some unknown rule based on font scaling
and possibly display size and something else. If the initial window height
is short, then the last controls in a "rubbery" sizer are trimmed
and wxBitmapComboBoxes then remember the initial widget size indefinietly.
Work around 3D scene focus after de-activation of the main
window without having to resort to CallAfter(), which breaks
on Linux with some window managers that follow mouser cursor.
Fixes#5620#6870#6992
3622f06bed6175a337d2e20b5dc6ae9d770cb3cf was not a correct solution,
it broke focus for non-modal windows.
Fixes#7419
The actual issue seems to be caused by wxProgressDialog not playing
well with modal dialogs closed just before wxProgressDialog opens.
If wxProgressDialog parent was not a main frame, keyboard focus
was not restored correctly after the wxProgressDialog closed.
Fixed no way of leaving the "export G-code" dialog loop.
Improved the error message by explaining that some characters
are not allowed by a FAT file system.
reload_scene() call were followed by update(). It synchronizes back-end with front-end and then it calls reload_scene() again.
However in SLA mode reload_scene() expects the back-end to be synchronized with front-end, thus we get asserts that we all have ignored for a long time.
So, we call ObjectList::update_info_items() after the call of update() where reload_scene() is already called and GLCanvas3D::is_object_sinking() will return correct value