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I had a sudden case of pneumonia this week, but I'm already recovering.

Before that, I had implemented the QuakeC code to make entities stop casting the negative dynamic light shadows when underwater. It worked mostly well, but there's a noticeable performance impact because the pointcontents for all entities are being computed every frame now.

A better solution should be to disable negative dynamic lights for liquid surfaces in the engine. I'll do this after releasing the next version.

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