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//sculpt: Add buffer to catch height variations in terrain
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2 changed files with 6 additions and 6 deletions
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@ -21,8 +21,11 @@ local function apply(pos1, brush_name, height, brush_size)
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)
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local brush_size_radius = (brush_size_terrain / 2):floor()
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local pos1_compute = pos1 - brush_size_radius
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local pos2_compute = pos1 + brush_size_radius + Vector3.new(0, height, 0)
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-- To try and make sure we catch height variations
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local buffer = Vector3.new(0, math.min(height*2, 100), 0)
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local pos1_compute = pos1 - brush_size_radius - buffer
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local pos2_compute = pos1 + brush_size_radius + Vector3.new(0, height, 0) + buffer
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pos1_compute, pos2_compute = Vector3.sort(
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pos1_compute,
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@ -10,9 +10,6 @@ return function(size)
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local border = 1
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local kernel_size = 3
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local kernel_size_vec = {}
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kernel_size_vec[0] = kernel_size
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kernel_size_vec[1] = kernel_size
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-- Make the circle
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-- We don't use 0 to 1 here, because we have to blur it and the existing convolutional
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@ -35,7 +32,7 @@ return function(size)
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local success2, msg = worldeditadditions.conv.convolve(
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brush, Vector3.new(size.x, 0, size.y),
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kernel, kernel_size_vec
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kernel, Vector3.new(kernel_size, 0, kernel_size)
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)
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if not success2 then return success2, msg end
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