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shiny capture
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+4
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@@ -1246,8 +1246,10 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
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-- finished depth buffer, so the trees occlude the light and the light
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-- writes nothing; here in the prop slot, after everything the beams
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-- should fall across and inside drawScene so VR gets them per eye. On
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-- the one map that has any, today.
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ForestAtmos.draw(state.map)
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-- the one map that has any, today -- but the FIREFLIES over tall grass
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-- need no entry and reach every outdoor map, which is why the connected
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-- neighbours go too: their grass is drawn, so their lights are.
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ForestAtmos.draw(state.map, state.neighbors)
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-- The VR pokedex in the player's left hand, last of all: a prop over
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-- the world drawn with real depth, so leaning it into a wall still
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