Bugfix: when player disconnects, ensure we destroy relevant occlusion groups
- destroy local group if no local participants present
- remove destroyed participant from other occlusion group member's groups
Tests: 2p on Craggy in different cells - get 2nd player to disconnect, then kill sleepers. 1st player walks into the cell - no more NREs. Ran usual occlusion checks (fly away and back, hide behind terrain)