Editor Terrain Brush #2
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Fixes:
Editor brush not scaling properly with respect to set brush radius.
Terrain brush editing remaining active after the terrain toolbox has been minimized.
Adds:
Way to change textures used by color channels under the "Texturing" section of the "Terrain Toolbox".
Support for raster-based terrain brush masks, with a basic "soft" and "hard" circular brush for now.
TerrainMaterial
resource type for easier interaction when setting up materials on aTerrainInstance
in-editor and in-script.Work to fix brush mode always being active should also be included as part of this PR, as that is going to be needed sooner rather than later.
A regression has been spotted with terrain sampling that was introduced in #1. Fixing that as part of this PR.
Not possible to support
TerrainMaterial
instances at this time due to a 4.0 engine limitation with using signals in setters.@ -0,0 +33,4 @@
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func oscillate(point: Vector2i, level: float,
Missing doc comment.
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func paint(point: Vector2i, color: Color,
Missing doc comment.
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func resize(size: Vector2i) -> void:
Missing doc comment.
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@export
var albedo_map: Texture2D = null
Missing doc comment.
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@export
var normal_map: Texture2D = null
Missing doc comment.
Also worth further splitting up the logic contained in the editor scene as its root script is still fairly monolithic at close to 400 lines.
WIP: Editor Terrain Brushto Editor Terrain Brush