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Invert the logic of the isolevel brush smoothness calculation so it works as expected.
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@ -394,7 +394,7 @@ void TerrainWorldEditor::isolevel_brush_draw(const Vector3 &p_world_position) {
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Vector2 tv = Vector2(ilbh - ABS(x), ilbh - ABS(y));
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float t = tv.length() / (float)ilbh;
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float sl = Math::lerp(0, s, CLAMP(t + _isolevel_brush_smoothness, 0, 1));
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float sl = Math::lerp(0, s, CLAMP(t + 1 - _isolevel_brush_smoothness, 0, 1));
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float npil = 0;
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