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Path capture replaced with std::vector<glm::vec3> pathPoints_. The flow is now: click "Click Start Point" → click terrain for first point → keep clicking for additional waypoints → press Apply when done, or Cancel to scrap. Apply iterates each consecutive pair as a segment, calling carveRiver + paintAlongPath + fillWaterAlongPath (or flattenRoad for road mode) per segment. Hard-capped at 64 captured points so a runaway click handler can't unboundedly grow the polyline. Toast at end reports the segment count so users see the polyline took. PathCapture states extended: None / WaitingStart / WaitingEnd / WaitingMore. Backwards-compatible getPathStart()/getPathEnd() return first/last points so the existing path-preview wiring keeps working. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||