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>