Add HUD brush mask selector and fix dilation seam artifacts
- Add mask selector with previews to the brush card (data-driven from painter.brushMasks); persist activeBrushIndex with HUD layout. - Fix alpha/coverage artifacts when overpainting after load or backend switch: derive the dilation source marker from a deterministic UV island mask instead of resetting it to "unpainted" on every seed. - Import the two final brush mask textures (Brushes/). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -18,7 +18,10 @@ public partial class MeshPainter
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filterMode = FilterMode.Bilinear
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},
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pixels = SeedCpuPixels(mi, canonical),
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painted = new bool[textureSize * textureSize],
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// Seed the dilation-source marker with the UV islands so seeded (loaded /
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// switched-in) content is protected from edge padding right away; the gutter
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// stays paddable. Clone: painted[] is mutated per stroke.
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painted = (bool[])GetIslandMask().Clone(),
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fillStamp = new int[textureSize * textureSize],
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dilateStamp = 0
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};
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