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clippy
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@ -46,6 +46,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Shader dithering to remove banding from scenes with large colour gradients
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- Shader dithering to remove banding from scenes with large colour gradients
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- Convert giant trees to site2
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- Convert giant trees to site2
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- Add new upgraded travelers
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- Add new upgraded travelers
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- Wallrunning
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### Changed
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### Changed
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@ -705,7 +705,7 @@ impl FigureMgr {
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(anim::vek::Vec3::<f32>::from(pos.0),),
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(anim::vek::Vec3::<f32>::from(pos.0),),
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anim::vek::Quaternion::<f32>::default(),
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anim::vek::Quaternion::<f32>::default(),
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));
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));
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let wall_dir = physics.on_wall.map(|v| anim::vek::Vec3::from(v));
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let wall_dir = physics.on_wall.map(anim::vek::Vec3::from);
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// Maintaining figure data and sending new figure data to the GPU turns out to
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// Maintaining figure data and sending new figure data to the GPU turns out to
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// be a very expensive operation. We want to avoid doing it as much
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// be a very expensive operation. We want to avoid doing it as much
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// as possible, so we make the assumption that players don't care so
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// as possible, so we make the assumption that players don't care so
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