it might be related to the point light issues.
I think you might be right actually, does it still happen with the hotfix?
Because I had a bad bounds check in the map loading code which was writing into the memory immediately after the pointlight array. A pointlight is a pretty big struct so it definitely could have written all the way into the fog settings (it was also overwriting the number of point lights which was why the game was crashing when saving because it was trying to serialize a brazillion lights and hit an invalid memory location)

I’ve now fixed the bounds check but because I bumped the light limit already I won’t both uploading another hotfix unless I need another fix for this fog issue. If it’s not this bad bounds check then it’s probably going to be something to do with the fog maths in the shader, but if you’re not getting this problem on map 5 then I’m pretty sure it is actually from the point lights.