Prevents rendering of UI windows that are completely hidden by other windows. Desktop rendering now checks if a window is fully occluded by any single window higher in the Z-order. If a window is determined to be hidden, its entire render function can be skipped. This is a pragmatic implementation that handles the most common occlusion scenario (i.e., a maximised window). There would be little benefit of other edge cases in the particular game I think.  | 
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| CMakeLists.txt | ||