Draw visibility collider lines through coordinate centers to hopefully address seeing through walls.
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@ -170,7 +170,10 @@ fn viewshed_changed(
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let translation = position.position.translation;
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let mut points = vec![];
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for p in &viewshed.visible_points {
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points.push(point!(p.x() - translation.x, p.y() - translation.y));
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points.push(point!(
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p.x() - translation.x + 0.5,
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p.y() - translation.y + 0.5
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));
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}
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if let Some(shape) = ColliderShape::convex_hull(&points) {
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if let (Some(mut collider_shape), Some(mut collider_position)) =
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