Update terrain brush state to support foliage layers and masks
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@@ -3310,13 +3310,25 @@ export function App({ store, draftStorage = null, initialStatusMessage }: AppPro
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strength: terrainBrushSettings.strength,
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falloff: terrainBrushSettings.falloff
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}
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: {
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terrainId: selectedTerrain.id,
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tool: armedTerrainBrushTool,
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radius: terrainBrushSettings.radius,
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strength: terrainBrushSettings.strength,
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falloff: terrainBrushSettings.falloff
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};
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: armedTerrainBrushTool === "foliagePaint" ||
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armedTerrainBrushTool === "foliageErase"
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? activeFoliageLayer === null
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? null
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: {
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terrainId: selectedTerrain.id,
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tool: armedTerrainBrushTool,
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foliageLayerId: activeFoliageLayer.id,
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radius: terrainBrushSettings.radius,
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strength: terrainBrushSettings.strength,
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falloff: terrainBrushSettings.falloff
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}
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: {
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terrainId: selectedTerrain.id,
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tool: armedTerrainBrushTool,
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radius: terrainBrushSettings.radius,
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strength: terrainBrushSettings.strength,
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falloff: terrainBrushSettings.falloff
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};
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const resolvedTerrainPaintLayerIndex = clampTerrainPaintLayerIndex(
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activeTerrainPaintLayerIndex
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);
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@@ -3329,6 +3341,15 @@ export function App({ store, draftStorage = null, initialStatusMessage }: AppPro
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: (editorState.document.materials[
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selectedTerrainActivePaintLayer.materialId
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] ?? null);
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const selectedTerrainActiveFoliageMask =
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selectedTerrain === null || activeFoliageLayer === null
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? null
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: (selectedTerrain.foliageMasks[activeFoliageLayer.id] ?? null);
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const selectedTerrainActiveFoliageMaskPaintedSampleCount =
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selectedTerrainActiveFoliageMask === null
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? 0
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: selectedTerrainActiveFoliageMask.values.filter((value) => value > 0)
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.length;
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const [ambientLightIntensityDraft, setAmbientLightIntensityDraft] = useState(
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String(editorState.document.world.ambientLight.intensity)
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);
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