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More lenient max deltatime to avoid physics lag
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@ -39,7 +39,7 @@ pub struct DeltaTime(pub f32);
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/// too fast, we'd skip important physics events like collisions. This constant determines what
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/// the upper limit is. If delta time exceeds this value, the game's physics will begin to produce
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/// time lag. Ideally, we'd avoid such a situation.
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const MAX_DELTA_TIME: f32 = 0.05;
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const MAX_DELTA_TIME: f32 = 0.15;
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pub struct Changes {
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pub new_chunks: HashSet<Vec3<i32>>,
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