Refactor terrain layer validation to use min/max range and update paint weight calculation
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@@ -3023,12 +3023,15 @@ function validateTerrain(
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}
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}
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}
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}
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if (terrain.layers.length !== TERRAIN_LAYER_COUNT) {
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if (
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terrain.layers.length < MIN_TERRAIN_LAYER_COUNT ||
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terrain.layers.length > MAX_TERRAIN_LAYER_COUNT
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) {
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diagnostics.push(
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diagnostics.push(
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createDiagnostic(
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createDiagnostic(
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"error",
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"error",
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"invalid-terrain-layer-count",
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"invalid-terrain-layer-count",
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`Terrain layers must contain exactly ${TERRAIN_LAYER_COUNT} authored layer slots.`,
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`Terrain layers must contain between ${MIN_TERRAIN_LAYER_COUNT} and ${MAX_TERRAIN_LAYER_COUNT} authored layer slots.`,
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`${path}.layers`
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`${path}.layers`
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)
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)
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);
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);
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@@ -3054,7 +3057,9 @@ function validateTerrain(
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}
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}
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const expectedPaintWeightCount =
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const expectedPaintWeightCount =
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terrain.sampleCountX * terrain.sampleCountZ * (TERRAIN_LAYER_COUNT - 1);
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terrain.sampleCountX *
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terrain.sampleCountZ *
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getTerrainStoredPaintWeightCount(terrain.layers.length);
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if (terrain.paintWeights.length !== expectedPaintWeightCount) {
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if (terrain.paintWeights.length !== expectedPaintWeightCount) {
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diagnostics.push(
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diagnostics.push(
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