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Disable visuals that block seeing camera clipping since they cause flickering, raise max zoom cap with camera, fix overflow issue
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@ -185,10 +185,11 @@ void main() {
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// float bright_color = (bright_color0 + bright_color1 + bright_color2 + bright_color3 + bright_color4) / 5.0;
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if (medium.x == 2u) {
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tgt_color = vec4(0, 0.005, 0.01, 1) * (1 + hash_fast(uvec3(vec3(uv * screen_res.xy / 32.0, 0))));
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return;
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}
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// TODO: this causes flickering when the camera is moving into and out of solid blocks, resolve before uncommenting
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// if (medium.x == 2u) {
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// tgt_color = vec4(0, 0.005, 0.01, 1) * (1 + hash_fast(uvec3(vec3(uv * screen_res.xy / 32.0, 0))));
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// return;
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// }
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vec4 aa_color = aa_apply(t_src_color, s_src_color, uv * screen_res.xy, screen_res.xy);
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@ -655,10 +655,10 @@ impl FigureMgr {
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const MIN_PERFECT_RATE_DIST: f32 = 100.0;
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if (i as u64 + tick)
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% (1 + ((pos.0.distance_squared(focus_pos).powf(0.25)
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- MIN_PERFECT_RATE_DIST.sqrt())
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.max(0.0)
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% (((pos.0.distance_squared(focus_pos).powf(0.25) - MIN_PERFECT_RATE_DIST.sqrt())
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.max(0.0)
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/ 3.0) as u64)
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.saturating_add(1)
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!= 0
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{
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continue;
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@ -41,6 +41,8 @@ use num::traits::{Float, FloatConst};
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use specs::{Entity as EcsEntity, Join, WorldExt};
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use vek::*;
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const ZOOM_CAP: f32 = 10000.0;
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// TODO: Don't hard-code this.
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const CURSOR_PAN_SCALE: f32 = 0.005;
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@ -357,7 +359,7 @@ impl Scene {
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// when zooming in the distance the camera travelles should be based on the
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// final distance. This is to make sure the camera travelles the
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// same distance when zooming in and out
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let cap = (!client.is_moderator()).then_some(30.0);
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let cap = (!client.is_moderator()).then_some(ZOOM_CAP);
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if delta < 0.0 {
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self.camera.zoom_switch(
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// Thank you Imbris for doing the math
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