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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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@ -58,7 +58,13 @@ public:
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core::Window* getWindow() { return window_.get(); }
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EditorMode getMode() const { return mode_; }
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void setMode(EditorMode m) { mode_ = m; }
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void setMode(EditorMode m) {
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if (m != mode_) {
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viewport_.clearGhostPreview();
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viewport_.setBrushIndicator({}, 0, false);
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}
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mode_ = m;
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}
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void markObjectsDirty() { objectsDirty_ = true; }
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void startGizmoMode(TransformMode mode);
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