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Fix visibility caching for moving units #16953
Visibility is calculated based on world position, but was cached based on cell. This meant that actors visiblity was always lagging behind, based on its position just after it started moving from its last cell.
This is a clear cut bug, even if it does create arguably interesting gameplay experience. The fact that we have multiple issues complaining about the current visibility behaviour suggests that the experience is not desired.
This PR forces the visibility to be updated ~4 times within each cell move, and again to refresh the final state once the actor has stopped.