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For really small FOV:s, the assumption that the hud is spherical works well. But that's not true for normal FOV:s therefore, do the calculation for degrees per pixel at center of screen so the horizon line sticks to the environment when at level. Improves the "stickiness" of the HUD to the environment
pixels/deg * degree gives screen coordinates, and that's how it was used before.
Flip heading indicator and update pixels per degree
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RenderSystemand retrive the valuecamera.getRotation().So, no matter how other mods(like Do a barrel roll) rotates the view, it will always be perfict align to the player ViewRotation.