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fix(editor): river/road path selection uses last brush pos, edge ramp note
- Set Start/End buttons for river/road no longer require brush to be actively on terrain at click time — uses last known brush position which persists when cursor moves to the UI panel - Shows cursor coordinates above the buttons for visual confirmation - Edge ramp confirmed to only affect terrain heights, not water levels (water has its own height independent of terrain)
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2 changed files with 9 additions and 4 deletions
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@ -1086,6 +1086,7 @@ void TerrainEditor::addDetailNoise(float amplitude, float frequency, uint32_t se
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void TerrainEditor::rampEdges(float targetHeight, float rampWidth) {
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if (!terrain_) return;
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float relTarget = targetHeight - terrain_->chunks[0].position[2];
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// Note: only affects terrain heights, not water levels
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for (int ci = 0; ci < 256; ci++) {
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auto& chunk = terrain_->chunks[ci];
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