Fixed map collider generation
I didn't realize the bodies were generated in the same method that generates the mesh triangles, TODO consider splitting that
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@@ -347,9 +347,10 @@ namespace Barotrauma
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return pathCells;
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}
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public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<VertexPositionTexture> verticeList, bool setSolid=true)
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{
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//TODO: consider separating body generation from render triangle generation
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verticeList = new List<VertexPositionTexture>();
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var bodies = new List<Body>();
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