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Fix LOD heights in towns.
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cc39e5734e
commit
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@ -7,7 +7,7 @@ const float PI = 3.141592;
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const vec3 SKY_DAY_TOP = vec3(0.1, 0.5, 0.9);
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const vec3 SKY_DAY_TOP = vec3(0.1, 0.5, 0.9);
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const vec3 SKY_DAY_MID = vec3(0.02, 0.28, 0.8);
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const vec3 SKY_DAY_MID = vec3(0.02, 0.28, 0.8);
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const vec3 SKY_DAY_BOT = vec3(0.1, 0.2, 0.3);
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const vec3 SKY_DAY_BOT = vec3(0.1, 0.2, 0.3);
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const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0) * 1.8;
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const vec3 DAY_LIGHT = vec3(1.2, 1.0, 1.0) * 6.0;
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const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.0);
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const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.0);
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const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20);
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const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20);
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@ -599,8 +599,8 @@ pub fn block_from_structure(
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StructureBlock::PineLeaves => Some(Block::new(
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StructureBlock::PineLeaves => Some(Block::new(
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BlockKind::Leaves,
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BlockKind::Leaves,
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Lerp::lerp(
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Lerp::lerp(
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saturate_leaves(Rgb::new(0.0, 60.0, 50.0)),
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Rgb::new(0.0, 60.0, 50.0),
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saturate_leaves(Rgb::new(30.0, 100.0, 10.0)),
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Rgb::new(30.0, 100.0, 10.0),
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lerp,
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lerp,
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)
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)
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.map(|e| e as u8),
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.map(|e| e as u8),
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@ -3,6 +3,7 @@
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mod econ;
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mod econ;
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use crate::{
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use crate::{
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config::CONFIG,
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sim::WorldSim,
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sim::WorldSim,
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site::{Dungeon, Settlement, Site as WorldSite},
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site::{Dungeon, Settlement, Site as WorldSite},
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util::{attempt, seed_expan, CARDINALS, NEIGHBORS},
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util::{attempt, seed_expan, CARDINALS, NEIGHBORS},
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@ -123,6 +124,11 @@ impl Civs {
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.filter(|chunk| !chunk.river.near_water())
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.filter(|chunk| !chunk.river.near_water())
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.map(|chunk| {
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.map(|chunk| {
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let diff = Lerp::lerp_precise(chunk.alt, center_alt, factor) - chunk.alt;
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let diff = Lerp::lerp_precise(chunk.alt, center_alt, factor) - chunk.alt;
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// Make sure we don't fall below sea level (fortunately, we don't have
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// to worry about the case where water_alt is already set to a correct
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// value higher than alt, since this chunk should have been filtered
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// out in that case).
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chunk.water_alt = CONFIG.sea_level.max(chunk.water_alt + diff);
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chunk.alt += diff;
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chunk.alt += diff;
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chunk.basement += diff;
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chunk.basement += diff;
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chunk.rockiness = 0.0;
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chunk.rockiness = 0.0;
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