All Rust commits from Facepunch
Optim: ServerOcclsuion - rewrite how we track occlusion groups - also fixes server occlusion bug which sends out more snapshots than necessary Previously every network group in subscription range of player would create an occlusion group. Now, only occlusion-enabled entities populate their local cells (and their subscriber's local cells) - se get activeplayer+sleepers count max of occlusion groups. Tests: both in UsePlayerUpdateJobs 0 and 2, 2 players on Craggy - ran around across network cells, flew outside of network range, used minicopter to fly into network range, checked sleeper is visible, checked kills clean up internal state. Player got occluded over terrain.