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Increases maximum sprite dimensions (if you suspect an issue, check this commit)
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c3cedd4ddf
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@ -159,9 +159,10 @@ where
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&& lower_bound.z <= upper_bound.z
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);
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let greedy_size = upper_bound - lower_bound + 1;
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// TODO: Should this be 16, 16, 64?
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assert!(
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greedy_size.x <= 16 && greedy_size.y <= 16 && greedy_size.z <= 64,
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"Sprite size out of bounds: {:?} ≤ (15, 15, 63)",
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greedy_size.x <= 32 && greedy_size.y <= 32 && greedy_size.z <= 64,
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"Sprite size out of bounds: {:?} ≤ (31, 31, 63)",
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greedy_size - 1
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);
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// NOTE: Cast to usize is safe because of previous check, since all values fit
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@ -291,7 +291,7 @@ impl<V: RectRasterableVol> Terrain<V> {
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}| Vec3::new(x, y, z),
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)
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.unwrap_or(zero);
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let max_model_size = Vec3::new(15.0, 15.0, 63.0);
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let max_model_size = Vec3::new(31.0, 31.0, 63.0);
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let model_scale = max_model_size.map2(model_size, |max_sz: f32, cur_sz| {
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let scale = max_sz / max_sz.max(cur_sz as f32);
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if scale < 1.0 && (cur_sz as f32 * scale).ceil() > max_sz {
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@ -195,7 +195,7 @@ pub fn apply_scatter_to(canvas: &mut Canvas) {
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// Desert Plants
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(DeadBush, false, |c, _| {
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(
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close(c.temp, 1.0, 0.95).min(close(c.humidity, 0.0, 0.3)) * MUSH_FACT * 15.0,
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close(c.temp, 1.0, 0.95).min(close(c.humidity, 0.0, 0.3)) * MUSH_FACT * 7.5,
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None,
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)
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}),
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@ -206,65 +206,54 @@ pub fn apply_scatter_to(canvas: &mut Canvas) {
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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* 1.0,
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None,
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)
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}),
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/*(BarrelCactus, false, |c, col| {
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(RoundCactus, false, |c, _| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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* 1.0,
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None,
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)
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}),
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(RoundCactus, false, |c, col| {
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(ShortCactus, false, |c, _| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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* 1.0,
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None,
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)
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}),
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(ShortCactus, false, |c, col| {
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(MedFlatCactus, false, |c, _| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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* 1.0,
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None,
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)
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}),
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(MedFlatCactus, false, |c, col| {
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(ShortFlatCactus, false, |c, _| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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* 2.5,
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None,
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)
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}),
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(ShortFlatCactus, false, |c, col| {
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(
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close(c.temp, CONFIG.desert_temp + 0.2, 0.3).min(close(
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c.humidity,
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CONFIG.desert_hum,
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0.2,
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)) * MUSH_FACT
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* 0.1,
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None,
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)
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}),*/
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(Reed, false, |c, col| {
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(
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close(c.humidity, CONFIG.jungle_hum, 0.7)
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