Correctly offset shape when calculating whether it will collide at tile.
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@ -75,7 +75,7 @@ fn find_path_for_shape<D: 'static + Clone + Default + Send + Sync>(
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if map.at(p.0 as usize, p.1 as usize).is_walkable() {
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for tile in map.get_available_exits(p.0 as usize, p.1 as usize) {
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let mut should_push = true;
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let shape_pos = Isometry2::new(Vector2::new(tile.0 as f32, tile.1 as f32), 0.);
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let shape_pos = Isometry2::new(Vector2::new(tile.0 as f32 + 0.5, tile.1 as f32 + 0.5), 0.);
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query_pipeline.intersections_with_shape(
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&collider_set,
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&shape_pos,
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