Vertex-color painting previously suffered from blurriness due to large base-mesh triangles. I have implemented a 2-level midpoint subdivision on the paint mesh to significantly increase vertex density while maintaining correct skinning and alignment with raycasts. This results in tight, cursor-accurate paint dabs instead of the previous soft, blurry blobs. Paint dabs are finally crisp

Improved vertex painting accuracy with mesh subdivision - subh05sus/Goop