Water render fix, minor refactor, README.md update
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@@ -252,7 +252,7 @@ bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const {
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if (id == BLOCK_VOID)
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return false;
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const Block& block = *Block::blocks[id];
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if (block.drawGroup != group) {
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if (block.drawGroup != group && block.lightPassing) {
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return true;
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}
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return !id;
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