chore(client): modified the radius of chunk generated from 4 to 8
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@ -12,7 +12,7 @@ use crate::meshing;
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/// Radius, in chunks, of the region kept resident around the camera center. Also the radius the client subscribes with, so the server's resident set matches the client's.
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/// Radius, in chunks, of the region kept resident around the camera center. Also the radius the client subscribes with, so the server's resident set matches the client's.
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// TODO: make configurable / drive from view-distance setting.
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// TODO: make configurable / drive from view-distance setting.
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pub const LOAD_RADIUS: i32 = 4;
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pub const LOAD_RADIUS: i32 = 8;
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/// Maximum number of chunks meshed and uploaded in a single call to [`ChunkManager::update`], bounding per-frame meshing work so the winit loop stays responsive. Deliveries beyond the budget remain queued for the next frame.
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/// Maximum number of chunks meshed and uploaded in a single call to [`ChunkManager::update`], bounding per-frame meshing work so the winit loop stays responsive. Deliveries beyond the budget remain queued for the next frame.
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// TODO: move meshing to a worker pool.
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// TODO: move meshing to a worker pool.
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@ -8,7 +8,7 @@ Client-side asset overlays: textures, sounds, models, fonts, language files. No
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A pack is a directory tree mirroring `/assets/` that overrides files by path. The renderer/asset loader resolves logical asset IDs against a stack of pack roots (base game → installed packs by priority) and the topmost hit wins. Ownership sits with the asset pipeline (in `client`, or a sibling `assets` crate if it grows). Pack authors never touch Lua.
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A pack is a directory tree mirroring `/assets/` that overrides files by path. The renderer/asset loader resolves logical asset IDs against a stack of pack roots (base game → installed packs by priority) and the topmost hit wins. Ownership sits with the asset pipeline (in `client`, or a sibling `assets` crate if it grows). Pack authors never touch Lua.
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A client's own resource packs are a purely local choice; the server has no say over them and they are never part of gameplay modlist matching. The **one** exception is a **server resource pack**: a server may push a single cosmetic overlay of its own (a themed / total-conversion server) to connecting clients. It is a one-way server → client push, applied on top of the client's local stack, and enforced per the server's choice — *optional* packs the client may decline and keep playing, a *required* pack the client declines or fails to fetch rejects the connection. It is still `assets/`-only (no `data/`, no `scripts/`), so it can never affect authoritative state. Fetch and enforcement semantics live in the vault's `Architecture/Load order.md` § Streaming.
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A client's own resource packs are a purely local choice; the server has no say over them and they are never part of gameplay modlist matching. The **one** exception is a **server resource pack**: a server may push a single cosmetic overlay of its own (a themed / total-conversion server) to connecting clients. It is a one-way server → client push, applied on top of the client's local stack, and enforced per the server's choice — *optional* packs the client may decline and keep playing, a *required* pack the client declines or fails to fetch rejects the connection. It is still `assets/`-only (no `data/`, no `scripts/`), so it can never affect authoritative state.
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## Data packs
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## Data packs
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