Fix some TileMap debug drawing truncating to ints
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@@ -300,7 +300,7 @@ private:
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void _rendering_occluders_clear_cell(CellData &r_cell_data);
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void _rendering_occluders_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
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void _rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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HashMap<RID, Vector2i> bodies_coords; // Mapping for RID to coords.
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@@ -310,7 +310,7 @@ private:
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void _physics_clear_cell(CellData &r_cell_data);
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void _physics_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _physics_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
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void _physics_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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bool _navigation_was_cleaned_up = false;
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@@ -318,7 +318,7 @@ private:
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void _navigation_clear_cell(CellData &r_cell_data);
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void _navigation_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
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void _navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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bool _scenes_was_cleaned_up = false;
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@@ -326,7 +326,7 @@ private:
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void _scenes_clear_cell(CellData &r_cell_data);
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void _scenes_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
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void _scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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// Terrains.
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