Add a code-driven HUD that appears in paint mode and binds live to the active MeshPainter: four channel toggles, HSV pickers for albedo and emission, sliders for metallic/smoothness/occlusion, emission intensity and brush size. The HUD self-assembles its own overlay canvas and event system at runtime. Add a ModeChanged event to GameModeManager so the HUD can follow the active mode, and guard MeshPainter against painting through the UI. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2 lines
59 B
Plaintext
2 lines
59 B
Plaintext
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