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