diff --git a/NewHorizons/Builder/Props/BrambleNodeBuilder.cs b/NewHorizons/Builder/Props/BrambleNodeBuilder.cs index c8e9cdb6..9a14a435 100644 --- a/NewHorizons/Builder/Props/BrambleNodeBuilder.cs +++ b/NewHorizons/Builder/Props/BrambleNodeBuilder.cs @@ -250,21 +250,6 @@ namespace NewHorizons.Builder.Props fogMaterial.SetFloat("_Density", fogMaterial.GetFloat("_Density") / config.scale); } - // issue: when exiting a scaled bramblenode, the screen fog effect uses the original bramble node radius - // it's controlled by this class FogWarpEffectBubbleController which is on a game object under Player_Camera - - // found under PlayerFogWarpDetector.LateUpdate() - // _playerEffectBubbleController.SetFogFade(_fogFraction, _fogColor); // where _fogFraction is basically _targetFogFraction, but lerped into over time - - // found under FogWarpDetector.FixedUpdate() - // FogWarpVolume fogWarpVolume = _warpVolumes[i]; - // float num2 = Mathf.Abs(fogWarpVolume.CheckWarpProximity(this)); - // float b = Mathf.Clamp01(1f - Mathf.Abs(num2) / fogWarpVolume.GetFogThickness()); - // _targetFogFraction = Mathf.Max(_targetFogFraction, b); - - // this means that either CheckWarpProximity() or GetFogThickness() is incorrect for the InnerWarpFogSpheres. - // most likely it's CheckWarpProximity() - // Change the colors if (config.isSeed) SetSeedColors(brambleNode, config.fogTint?.ToColor(), config.lightTint?.ToColor()); else SetNodeColors(brambleNode, config.fogTint?.ToColor(), config.lightTint?.ToColor());