Change mjVISSTRING of connect and weld equality constraints from "Constraint" to "Equality". This is more consistent with the 'E' shortcut key and with mjDISABLESTRING ("constraint" means all constraints, "equality" means bilateral constraints).
Also remove unused ampersands from `mjVISSTRING` names, these are a remnant from a very old version of the UI framework. PiperOrigin-RevId: 593469811 Change-Id: I0f6f73c9f5d2c61b2280f395f76434b0710ce4f3
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Copybara-Service
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2a46ca3787
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4c066a26b5
@@ -837,15 +837,8 @@ void MakeRenderingSection(mj::Simulate* sim, const mjModel* m, int oldstate) {
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{mjITEM_END}
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};
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for (int i=0; i<mjNVISFLAG; i++) {
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// set name, remove "&"
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// set name
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mju::strcpy_arr(defFlag[0].name, mjVISSTRING[i][0]);
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for (int j=0; j<strlen(mjVISSTRING[i][0]); j++) {
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if (mjVISSTRING[i][0][j]=='&') {
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mju_strncpy(
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defFlag[0].name+j, mjVISSTRING[i][0]+j+1, mju::sizeof_arr(defFlag[0].name)-j);
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break;
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}
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}
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// set shortcut and data
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if (mjVISSTRING[i][2][0]) {
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@@ -868,7 +861,10 @@ void MakeRenderingSection(mj::Simulate* sim, const mjModel* m, int oldstate) {
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// add rendering flags
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mjui_add(&sim->ui0, defOpenGL);
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for (int i=0; i<mjNRNDFLAG; i++) {
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// set name
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mju::strcpy_arr(defFlag[0].name, mjRNDSTRING[i][0]);
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// set shortcut and data
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if (mjRNDSTRING[i][2][0]) {
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mju::sprintf_arr(defFlag[0].other, " %s", mjRNDSTRING[i][2]);
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} else {
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