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improvement: fog doesn't go back and forth anymore
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@ -1433,8 +1433,9 @@ impl Hud {
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.set(self.ids.velocity, ui_widgets);
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// Loaded distance
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Text::new(&format!(
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"View distance: {} chunks",
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client.loaded_distance().unwrap_or(0)
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"View distance: {:.2} blocks ({:.2} chunks)",
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client.loaded_distance(),
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client.loaded_distance() / TerrainChunk::RECT_SIZE.x as f32,
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))
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.color(TEXT_COLOR)
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.down_from(self.ids.velocity, 5.0)
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@ -208,7 +208,7 @@ impl Scene {
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let (view_mat, proj_mat, cam_pos) = self.camera.compute_dependents(client);
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// Update chunk loaded distance smoothly for nice shader fog
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let loaded_distance = client.loaded_distance().unwrap_or(0) as f32 * 32.0; // TODO: No magic!
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let loaded_distance = client.loaded_distance();
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self.loaded_distance = (0.98 * self.loaded_distance + 0.02 * loaded_distance).max(0.01);
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// Update light constants
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