diff --git a/crates/client/src/chunks.rs b/crates/client/src/chunks.rs index 90a1f62..962ffeb 100644 --- a/crates/client/src/chunks.rs +++ b/crates/client/src/chunks.rs @@ -12,7 +12,7 @@ use crate::meshing; /// 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. // TODO: make configurable / drive from view-distance setting. -pub const LOAD_RADIUS: i32 = 4; +pub const LOAD_RADIUS: i32 = 8; /// 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. // TODO: move meshing to a worker pool. diff --git a/docs/packs.md b/docs/packs.md index 3fae72e..b2a104d 100644 --- a/docs/packs.md +++ b/docs/packs.md @@ -8,7 +8,7 @@ Client-side asset overlays: textures, sounds, models, fonts, language files. No 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. -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. +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. ## Data packs