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Remove compile directives and rely entirely on Config.IsExperimental
Make Config.IsExperimental derive from a PlayerPref
Add a UI for the PlayerPref
At this point (in theory) we should have a single build that allows you to switch between normal and experimental mode by ticking a checkbox in the UI and restarting. Some features might work without a restart depending on code flow.
Begin to remove separate experimental mode entirely
Move the brushes we want to keep to the main manifest. Initially rely on brush tags to hide them by default
Move Experimental panel buttons to Labs panel (and maybe move some Labs items to Advanced Tools)
Fix Toolkit/SDK and three.js loader to support the previously experimental brushes that we decide to keep
Remove the "experimental" tag so those brushes appear by default
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Here's the branch: https://github.com/icosa-gallery/open-brush/tree/merge-experimental
Provisional Plan
Get Rid of the separate build
Remove compile directives and rely entirely on Config.IsExperimentalMake Config.IsExperimental derive from a PlayerPrefAdd a UI for the PlayerPrefAt this point (in theory) we should have a single build that allows you to switch between normal and experimental mode by ticking a checkbox in the UI and restarting. Some features might work without a restart depending on code flow.
Begin to remove separate experimental mode entirely
Provisional brush list is here: https://docs.google.com/spreadsheets/d/12fHPnMNhpGGdR1mzFeCjXbg1Nv1PO1LZGcHwgp3S1Og/edit#gid=1183826559 (on the third tab - the one labelled "Experimental Brush Status")
Notes from my investigation into places in the code that rely on Experimental Mode is here: https://docs.openbrush.app/developer-notes/differences-between-standard-and-experimental-mode
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