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Remove obsolete commented code (follow up to #12166)
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@ -879,15 +879,6 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir,
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}
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}
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m_drawlist_shadow.clear();
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m_drawlist_shadow.clear();
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// We need to append the blocks from the camera POV because sometimes
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// they are not inside the light frustum and it creates glitches.
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// FIXME: This could be removed if we figure out why they are missing
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// from the light frustum.
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// for (auto &i : m_drawlist) {
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// i.second->refGrab();
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// m_drawlist_shadow[i.first] = i.second;
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// }
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// Number of blocks currently loaded by the client
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// Number of blocks currently loaded by the client
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u32 blocks_loaded = 0;
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u32 blocks_loaded = 0;
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// Number of blocks with mesh in rendering range
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// Number of blocks with mesh in rendering range
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