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better rendering of Solv into the glitchy region
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+1
-3
@@ -827,9 +827,7 @@ string solhelp() {
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"Solv (aka Sol) is a 3D space where directions work in different ways. It is described by the following metric:\n"
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"ds² = (eᶻdx)² + (e⁻ᶻdy)² + dz²\n\n"
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"You are currently displaying Solv in the perspective projection based on native geodesics. You can control how "
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"the fog effects depends on the geodesic distance, and how far object in X/Y/Z coordinates are rendered.\n\n"
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"Cells with relative x,y coordinates both over %1 and z coordinate below %2 are not rendered for technical reasons"
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" (geodesics to that points are too weird).", fts(solv::glitch_xy), fts(solv::glitch_z)
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"the fog effects depends on the geodesic distance, and how far object in X/Y/Z coordinates are rendered."
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);
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#else
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return "";
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