paint: brush cursor fixes
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@@ -705,22 +705,23 @@ void render_path_paint_commands_cursor() {
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f32 mx = g_context->paint_vec.x;
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f32 my = 1.0 - g_context->paint_vec.y;
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f32 brush_nodes_radius = 1.0; // g_context->brush_nodes_radius; // Prevent cursor jumping constantly if randomness is used in brush nodes
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if (context_is_decal() && !g_context->paint2d) {
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f32 scale2d = (900 / (f32)base_h()) * g_config->window_scale;
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f32 radius = g_context->brush_nodes_radius * g_context->brush_radius / 15.0 * scale2d * 2.0;
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f32 radius = brush_nodes_radius * g_context->brush_radius / 15.0 * scale2d * 2.0;
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f32 cmx = decal_mask ? g_context->decal_x : mx;
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f32 cmy = decal_mask ? 1.0f - g_context->decal_y : my;
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gpu_texture_t *image = g_context->decal_image;
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render_path_paint_draw_cursor_decal(cmx, cmy, radius, decal_mask ? 0.3f : 0.9f, image);
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if (decal_mask) {
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render_path_paint_draw_cursor(mx, my, g_context->brush_nodes_radius * g_context->brush_decal_mask_radius / 3.4, 1.0, 1.0, 1.0);
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render_path_paint_draw_cursor(mx, my, brush_nodes_radius * g_context->brush_decal_mask_radius / 3.4, 1.0, 1.0, 1.0);
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}
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return;
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}
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f32 radius = decal_mask ? g_context->brush_decal_mask_radius : g_context->brush_radius;
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render_path_paint_draw_cursor(mx, my, g_context->brush_nodes_radius * radius / 3.4, 1.0, 1.0, 1.0);
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render_path_paint_draw_cursor(mx, my, brush_nodes_radius * radius / 3.4, 1.0, 1.0, 1.0);
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}
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bool render_path_paint_paint_enabled() {
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