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feat(editor): procedural noise generator, sky presets, viewport lighting
- Noise Generator in Sculpt panel: applies procedural value noise with configurable frequency, amplitude, octaves, and seed to create hills/valleys across entire tile instantly - Sky/Lighting presets: View > Sky menu with Day (blue sky, high sun), Dusk (orange, low sun), Night (dark blue, moonlight) - Viewport clear color and light direction now configurable at runtime - Noise uses smoothstep interpolation with octave fractal layering
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7 changed files with 108 additions and 2 deletions
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@ -51,6 +51,9 @@ public:
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// Recalculate normals for modified chunks (improves lighting after sculpt)
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void recalcNormals(const std::vector<int>& chunkIndices);
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// Noise generator: applies procedural height noise to the terrain
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void applyNoise(float frequency, float amplitude, int octaves, uint32_t seed);
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// Water editing
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void setWaterLevel(const glm::vec3& center, float radius, float waterHeight, uint16_t liquidType = 0);
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void removeWater(const glm::vec3& center, float radius);
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