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feat(editor): add --gen-texture-lava molten-rock pattern
Worley cellular noise where each cell is a chunk of cooled crust and the inter-cell boundaries glow as bright cracks of exposed magma. Each pixel finds its 2 nearest jittered cell centers; pixels close to the boundary (small gap between distances) become hot, with a soft penumbra falling off into the dark crust interior. Defaults: crackScale=32px, seed=1. Useful for volcanic zones, elemental dungeons, lava lakes. Brings the procedural texture pattern set to 22.
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@ -71,6 +71,8 @@ void printUsage(const char* argv0) {
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std::printf(" Sand dunes: per-pixel grain noise + sinusoidal ripple bands (default ripple=24px)\n");
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std::printf(" --gen-texture-snow <out.png> <baseHex> [seed] [sparkleDensity] [W H]\n");
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std::printf(" Snow: soft cool-white base + scattered bright sparkle pixels (default density=0.005)\n");
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std::printf(" --gen-texture-lava <out.png> <darkHex> <hotHex> [seed] [crackScale] [W H]\n");
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std::printf(" Lava: dark cooled crust with bright glowing cracks via Worley cell boundaries\n");
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std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
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std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
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std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
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