Fix frozen rim pixels via GPU coverage stamp; add brush masks
Replace the CPU island-mask dilation guard on the GPU backend with a coverage pass rendered through the same brush rasterizer, so sub-pixel rim texels that the GPU brush can never reach fall into the gutter and stay paintable (no more frozen loaded pixels at island edges). Also includes user content: additional brush masks (dirt) with an expanded mask selector in the HUD prefab, and CharacterController / wall-climb inspector tuning. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -2038,6 +2038,10 @@ MonoBehaviour:
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brushMasks:
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- {fileID: 2800000, guid: d07c01c40cc7be54da0ff3ae52484cd2, type: 3}
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- {fileID: 2800000, guid: ccc205272b051834eb39593f647c7bf1, type: 3}
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- {fileID: 2800000, guid: 04bc55e2853356e4f999b995d0066b33, type: 3}
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- {fileID: 2800000, guid: 25780adbe09da488ba079bc33c4bbf0f, type: 3}
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- {fileID: 2800000, guid: 25780adbe09da488ba079bc33c4bbf0f, type: 3}
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- {fileID: 2800000, guid: 25780adbe09da488ba079bc33c4bbf0f, type: 3}
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activeBrushIndex: 0
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brushAlignment: 0
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brushRotation: 0
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@@ -3354,13 +3358,13 @@ CharacterController:
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Height: 1
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m_Height: 0.95
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m_Radius: 0.1
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m_SlopeLimit: 59
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m_StepOffset: 0.3
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m_StepOffset: 0.15
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m_SkinWidth: 0.01
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m_MinMoveDistance: 0.001
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m_Center: {x: 0, y: 0.48, z: 0}
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m_Center: {x: 0, y: 0.49, z: 0}
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--- !u!114 &1141039642
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -3401,7 +3405,7 @@ MonoBehaviour:
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wallOffsetFollow: 12
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wallExitGrace: 0.15
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ceilingGrabDistance: 0.3
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wallTopOutBoost: 0.5
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wallTopOutBoost: 0.3
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cameraOrbit: {fileID: 0}
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--- !u!1 &1238479929
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GameObject:
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