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>
46 KiB
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46 KiB
512x512px