Fix beacon beam distance and cull at render distance
The beam width used x and y instead of the horizontal distance, so it was wrong for beacons to the north or south. Beams beyond render distance x 16 are skipped, as BeaconRenderer.shouldRender does. A beacon with Levels 0 still draws no beam.
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@@ -563,13 +563,21 @@ impl Game<'_> {
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};
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let time = (self.world.game_time.rem_euclid(40)) as f32 + alpha as f32;
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let scoping = self.scoping();
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let view = f64::from(self.settings.render_distance * 16);
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for (k, e) in &self.world.block_entities {
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let BlockEntity::Beacon(b) = e else { continue };
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// `getBeamSections` is empty while Levels is 0.
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if b.levels == 0 || b.sections.is_empty() {
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continue;
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}
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let base = glam::DVec3::new(f64::from(k.0) + 0.5, f64::from(k.1), f64::from(k.2) + 0.5);
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let distance = (base - camera).truncate().length() as f32;
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// `BeaconRenderer.shouldRender`: horizontal distance under render distance × 16.
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let offset = base - camera;
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let horizontal = glam::DVec2::new(offset.x, offset.z).length();
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if horizontal >= view {
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continue;
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}
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let distance = horizontal as f32;
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let scale = if scoping {
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1.0
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} else {
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