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feat(editor): terrain holes, recent textures, sculpt panel polish
- Punch Hole / Fill Hole buttons in Sculpt panel: creates terrain holes (4x4 bitmask) for cave entrances, mine shafts, etc. Uses brush radius to determine affected area. - Recent Textures: paint panel shows last 6 used textures as quick- select buttons (no need to re-search the full list) - Holes saved in ADT format (MCNK holes field) and respected by the mesh generator (triangles skipped at hole positions)
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5 changed files with 93 additions and 0 deletions
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@ -230,6 +230,15 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("Set target height from cursor position");
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}
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ImGui::Separator();
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ImGui::Text("Terrain Holes (cave entrances):");
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auto& brush = app.getTerrainEditor().brush();
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if (ImGui::Button("Punch Hole", ImVec2(120, 0)) && brush.isActive())
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app.getTerrainEditor().punchHole(brush.getPosition(), s.radius);
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ImGui::SameLine();
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if (ImGui::Button("Fill Hole", ImVec2(120, 0)) && brush.isActive())
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app.getTerrainEditor().fillHole(brush.getPosition(), s.radius);
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ImGui::Separator();
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auto& hist = app.getTerrainEditor().history();
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ImGui::Text("Undo: %zu Redo: %zu", hist.undoCount(), hist.redoCount());
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@ -304,6 +313,25 @@ void EditorUI::renderTexturePaintPanel(EditorApp& app) {
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if (!selectedTexture_.empty())
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ImGui::TextColored(ImVec4(0.5f, 0.9f, 0.5f, 1.0f), "Active: %s",
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selectedTexture_.c_str());
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// Recent textures
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auto& recent = app.getTexturePainter().getRecentTextures();
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if (!recent.empty()) {
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ImGui::Separator();
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ImGui::Text("Recent:");
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for (int i = 0; i < static_cast<int>(recent.size()) && i < 6; i++) {
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std::string disp = recent[i];
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auto sl = disp.rfind('\\');
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if (sl != std::string::npos) disp = disp.substr(sl + 1);
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if (ImGui::SmallButton(disp.c_str())) {
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selectedTexture_ = recent[i];
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app.getTexturePainter().setActiveTexture(recent[i]);
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}
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("%s", recent[i].c_str());
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if (i < 5 && i + 1 < static_cast<int>(recent.size())) ImGui::SameLine();
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}
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}
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}
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ImGui::End();
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}
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