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>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-25 06:23:08 +02:00
1 parent d62eddc518
commit c14525a2c8
15 files changed
+1005 -14

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@@ -18,7 +18,10 @@ public partial class MeshPainter
filterMode = FilterMode.Bilinear
},
pixels = SeedCpuPixels(mi, canonical),
painted = new bool[textureSize * textureSize],
// Seed the dilation-source marker with the UV islands so seeded (loaded /
// switched-in) content is protected from edge padding right away; the gutter
// stays paddable. Clone: painted[] is mutated per stroke.
painted = (bool[])GetIslandMask().Clone(),
fillStamp = new int[textureSize * textureSize],
dilateStamp = 0
};