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feat(terrain): holes cut in the heightmap terrain and shader grass painted over it
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@@ -115,6 +115,11 @@ editor_mode::selftest_result editor_mode::selftest_dispatch(std::string const &c
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// terrainfill <palette entry> <blur> <rotation> <x> <z> <x> <z> <x> <z>... the area outlined filled, as the fill tool does it
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// terrainturn <palette entry> <degrees> the textures of the palette entry turned
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// terrainwater <index> <material> [size] material and repeat of a body of water; terrainwaterdefault <material>
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// terraincut <x> <z> <radius> <1 cut|0 close> a stroke of the holes brush; terraincutarea <1|0> <x> <z>... the area outlined
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// terraingrasskind <preset name> a preset added to the grass palette; terraingrass <x> <z> <radius> <kind> [erase 0|1] a stroke
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// of the grass brush; terraingrassarea <kind, -1 takes the grass away> <x> <z>... the area outlined
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// terraincursor logs the point of the ground under the cursor, found along the ray (over holes too)
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// terraintool <holes|grass|paint|sculpt|none> the tool the left button works on the terrain, with a brush of 3 m
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// orthophoto <north> <east> <radius> <fit 0|1> [in scene 0|1] the imagery layer on, placed and fitted as given
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// join <x> <z> <x> <z> [radius] [variant] [transitions 0|1] the free ends at the points joined, as a drag from one to the other
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// layto <x> <z> <x> <z> <layout 0..3> <radius> from the free end at the first point towards the second, as a drag in the layout
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