Invert the logic of the isolevel brush smoothness calculation so it works as expected.

This commit is contained in:
Relintai 2025-02-07 12:34:54 +01:00
parent 6539b25257
commit 70fe973810

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@ -394,7 +394,7 @@ void TerrainWorldEditor::isolevel_brush_draw(const Vector3 &p_world_position) {
Vector2 tv = Vector2(ilbh - ABS(x), ilbh - ABS(y));
float t = tv.length() / (float)ilbh;
float sl = Math::lerp(0, s, CLAMP(t + _isolevel_brush_smoothness, 0, 1));
float sl = Math::lerp(0, s, CLAMP(t + 1 - _isolevel_brush_smoothness, 0, 1));
float npil = 0;