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Restore approximate occlusion check
While less precise, it worked better which is what matters in the end.
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@@ -311,8 +311,8 @@ protected:
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const NodeDefManager *m_nodedef;
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bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
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const core::aabbox3d<s16> &block_bounds, float step, float stepfac,
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float offset, u32 needed_count);
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float step, float stepfac, float start_offset, float end_offset,
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u32 needed_count);
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private:
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f32 m_transforming_liquid_loop_count_multiplier = 1.0f;
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