filter_face_contents g_filter_face_detail(BRUSH_DETAIL_MASK);
filter_brush_all_faces g_filter_brush_detail(&g_filter_face_detail);
+filter_face_shader_prefix g_filter_face_decals("textures/decals/");
+filter_brush_any_face g_filter_brush_decals(&g_filter_face_decals);
+
void BrushFilters_construct()
{
add_brush_filter(g_filter_brush_detail, EXCLUDE_DETAILS);
add_brush_filter(g_filter_brush_detail, EXCLUDE_STRUCTURAL, true);
add_brush_filter(g_filter_brush_lightgrid, EXCLUDE_LIGHTGRID);
+ add_brush_filter(g_filter_brush_decals, EXCLUDE_DECALS);
}
#if 0