small usability edit, now there is some feedback on when the camera is locked to view.
A warnign will now appear in the top left corner and the camera outline becomes red, this warning only appears in camera view
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@@ -829,6 +829,16 @@ static void draw_viewport_name(ARegion *ar, View3D *v3d)
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}
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}
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static void draw_camera_view_locked(ARegion *ar, View3D *v3d)
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{
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RegionView3D *rv3d= ar->regiondata;
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if (v3d->flag2 & V3D_LOCK_CAMERA && rv3d->persp==RV3D_CAMOB) {
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UI_ThemeColor(TH_REDALERT);
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BLF_draw_default_ascii(22, ar->winy-28, 0.0f, "Camera is LOCKED to view", BLF_DRAW_STR_DUMMY_MAX);
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}
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}
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/* draw info beside axes in bottom left-corner:
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* framenum, object name, bone name (if available), marker name (if available)
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*/
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@@ -1097,7 +1107,12 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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setlinestyle(0);
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UI_ThemeColor(TH_BACK);
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if (v3d->flag2 & V3D_LOCK_CAMERA)
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UI_ThemeColor(TH_REDALERT);
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else
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UI_ThemeColor(TH_BACK);
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glRectf(x1i, y1i, x2i, y2i);
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#ifdef VIEW3D_CAMERA_BORDER_HACK
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@@ -2889,6 +2904,9 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha
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else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
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draw_viewport_name(ar, v3d);
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}
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draw_camera_view_locked(ar, v3d);
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if (grid_unit) { /* draw below the viewport name */
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char numstr[32]= "";
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