Water shouldn't block line of sight
This isn't an easy fix.
Currently, we use the same collision map for both path finding and line of sight checks and as such, water counts as a collider.
I'd really rather not have an extra collisionMap just for LoS so maybe we can perform an extra check in hasLos to see if a colliding tile is water before returning false. This isn't ideal either since hasLos needs to be as optimal as possible.
Will investigate.