release build fixes
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@@ -4,7 +4,6 @@ use bevy_inspector_egui::egui;
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use bevy_rapier3d::prelude::*;
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use bevy_rapier3d::prelude::*;
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use shared::states::GameplayState;
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use shared::states::GameplayState;
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use shared::tags::MainCamera;
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use shared::tags::MainCamera;
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use units::units_debug_plugin::UnitsDebugPlugin;
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use world_generation::{
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use world_generation::{
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consts::HEX_CORNERS,
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consts::HEX_CORNERS,
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hex_utils::{HexCoord, INNER_RADIUS},
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hex_utils::{HexCoord, INNER_RADIUS},
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@@ -16,7 +15,6 @@ pub struct DebugPlugin;
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impl Plugin for DebugPlugin {
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impl Plugin for DebugPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_plugins(UnitsDebugPlugin);
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app.insert_state(DebugState::Base);
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app.insert_state(DebugState::Base);
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app.add_systems(
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app.add_systems(
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@@ -59,8 +59,9 @@ fn render_distance_system(
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settings: Res<RenderDistanceSettings>,
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settings: Res<RenderDistanceSettings>,
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) {
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) {
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let camera = camera_query.single();
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let camera = camera_query.single();
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let cam_pos = Vec3::new(camera.translation.x, 0.0, camera.translation.z);
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for (t, mut vis, r) in objects.iter_mut() {
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for (t, mut vis, r) in objects.iter_mut() {
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let dist = (camera.translation - (t.translation + r.offset)).length();
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let dist = (cam_pos - (t.translation + r.offset)).length();
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if settings.render_distance < dist {
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if settings.render_distance < dist {
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*vis = Visibility::Hidden;
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*vis = Visibility::Hidden;
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} else {
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} else {
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