Remove CannyFastMath.
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@@ -141,7 +141,7 @@ namespace Content.Client.GameObjects.Components.Weapons
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const float xOffset = 0.0f;
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// Overkill but easy to adjust if you want to mess around with the design
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var result = (float) Math.Clamp(slope * (float) Math.Pow(ratio - xOffset, exponent) + yOffset, 0.0, 1.0);
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var result = (float) FloatMath.Clamp(slope * (float) Math.Pow(ratio - xOffset, exponent) + yOffset, 0.0, 1.0);
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DebugTools.Assert(!float.IsNaN(result));
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return result;
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}
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@@ -12,9 +12,6 @@ using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.Advanced;
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using SixLabors.ImageSharp.PixelFormats;
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using Color = Robust.Shared.Maths.Color;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Client.Parallax
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{
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@@ -81,7 +78,7 @@ namespace Content.Client.Parallax
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private readonly NoiseGenerator.NoiseType NoiseType = NoiseGenerator.NoiseType.Fbm;
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private readonly uint Seed = 1234;
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private readonly float Persistence = 0.5f;
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private readonly float Lacunarity = (float) (Math.TAU / 3);
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private readonly float Lacunarity = (float) (Math.PI / 3);
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private readonly float Frequency = 1;
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private readonly uint Octaves = 3;
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private readonly float Threshold;
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@@ -20,9 +20,6 @@ using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Client.State
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{
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@@ -6,9 +6,6 @@ using System;
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using Robust.Client.Graphics.Shaders;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Robust.Client.UserInterface.Controls
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{
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@@ -45,7 +42,7 @@ namespace Robust.Client.UserInterface.Controls
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}
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else
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{
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var alpha = MathF.Clamp(0.5f * lerp, 0f, 0.5f);
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var alpha = FloatMath.Clamp(0.5f * lerp, 0f, 0.5f);
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color = new Color(1f, 1f, 1f, alpha);
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}
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