float the selection panel over the game world instead of a side column
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@@ -678,7 +678,7 @@ void GameWorldView::transferConfigTo(BuildingId id, const BlueprintBuilding& sou
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if (source.type == BuildingType::Splitter)
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{
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// Operational splitters are configured by tile, sites by BuildingId (mirrors
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// SelectedBuildingPanel::onSplitterFilterChanged). Locked item types are dropped
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// SelectionPanel::onSplitterFilterChanged). Locked item types are dropped
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// per REQ-LOCK-UI-BLUEPRINT.
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const std::vector<ItemType> filterA = filterUnlockedItems(source.splitterFilterA, *m_sim);
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const std::vector<ItemType> filterB = filterUnlockedItems(source.splitterFilterB, *m_sim);
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@@ -1582,7 +1582,7 @@ void GameWorldView::handleEvent(std::shared_ptr<const DebugDrawToggleRequestedEv
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void GameWorldView::handleEvent(std::shared_ptr<const CommandRequestedEvent> event)
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{
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// Other widgets (MainWindow, SelectedBuildingPanel) request commands via this
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// Other widgets (MainWindow, SelectionPanel) request commands via this
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// event; GameWorldView owns the CommandManager and enqueues them.
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if (event->command && event->command->kind == CommandKind::Reset)
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{
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