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fix(editor): normal recalculation after sculpt, mode switch cleanup
- Terrain normals recalculated after height changes (smooth lighting on sculpted terrain instead of flat-shaded appearance) - Ghost preview and brush indicator cleared when switching modes (prevents stale model instances or circles persisting) - File > Clear All resets undo history and selections - Normal computation uses finite differences from neighbor heights, handles both outer (9x9) and inner (8x8) vertex grid positions
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5 changed files with 70 additions and 1 deletions
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@ -469,6 +469,9 @@ void EditorApp::refreshDirtyChunks() {
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auto dirty = terrainEditor_.consumeDirtyChunks();
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if (dirty.empty()) return;
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// Recalculate normals for modified chunks (better lighting)
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terrainEditor_.recalcNormals(dirty);
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// Regenerate full mesh and reload terrain
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auto mesh = terrainEditor_.regenerateMesh();
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viewport_.clearTerrain();
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