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Route all in-world overlays through the shared occlude-behind-terrain setting
River, Weather and Loot Beacons each carried their own occlude_behind_terrain
(River/LootBeacons as a user toggle, Weather as an always-on constant). Point
them all at the "In-game rendering" module's GetOccludeBehindTerrain() (and the
shared depth planes where they aren't entangled with other math), so terrain
occlusion for every in-world overlay is configured in one place.
Also stop asserting a specific depth mechanism in the Danger/Skill ring
comments - the artifact is only reproduced with occlusion on; the exact
depth-buffer interaction isn't verified here, so the comment now states just
that, and the shared setting defaults off so the rings draw whole.
Behaviour note: River and Weather occlusion previously defaulted on; they now
follow the shared setting, which defaults off.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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