improve fix - (pixel offset issue with DrawRectangleRoundedLinesEx)
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@ -1141,7 +1141,8 @@ void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, f
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}
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float stepLength = 90.0f/(float)segments;
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const float outerRadius = radius + lineThick, innerRadius = radius;
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const float outerRadius = radius + lineThick - 0.5f;
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const float innerRadius = radius - 0.5f;
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/*
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Quick sketch to make sense of all of this,
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@ -1162,20 +1163,20 @@ void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, f
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const Vector2 point[16] = {
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{(float)rec.x + innerRadius + 0.5f, rec.y - lineThick + 0.5f},
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{(float)(rec.x + rec.width) - innerRadius - 0.5f, rec.y - lineThick + 0.5f},
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{rec.x + rec.width + lineThick - 0.5f, (float)rec.y + innerRadius - 0.5f}, // PO, P1, P2
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{rec.x + rec.width + lineThick - 0.5f, (float)(rec.y + rec.height) - innerRadius + 0.5f},
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{rec.x + rec.width + lineThick - 0.5f, (float)rec.y + innerRadius + 0.5f}, // PO, P1, P2
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{rec.x + rec.width + lineThick - 0.5f, (float)(rec.y + rec.height) - innerRadius - 0.5f},
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{(float)(rec.x + rec.width) - innerRadius - 0.5f, rec.y + rec.height + lineThick - 0.5f}, // P3, P4
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{(float)rec.x + innerRadius + 0.5f, rec.y + rec.height + lineThick - 0.5f},
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{rec.x - lineThick + 0.5f, (float)(rec.y + rec.height) - innerRadius - 0.5f},
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{rec.x - lineThick + 0.5f, (float)rec.y + innerRadius + 0.5f}, // P5, P6, P7
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{(float)rec.x + innerRadius + 0.5f, rec.y + 0.5f},
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{(float)(rec.x + rec.width) - innerRadius - 0.5f, rec.y + 0.5f}, // P8, P9
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{rec.x + rec.width - 0.5f, (float)rec.y + innerRadius - 0.5f},
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{rec.x + rec.width - 0.5f, (float)(rec.y + rec.height) - innerRadius + 0.5f}, // P10, P11
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{rec.x + rec.width - 0.5f, (float)rec.y + innerRadius + 0.5f},
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{rec.x + rec.width - 0.5f, (float)(rec.y + rec.height) - innerRadius - 0.5f}, // P10, P11
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{(float)(rec.x + rec.width) - innerRadius - 0.5f, rec.y + rec.height - 0.5f},
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{(float)rec.x + innerRadius + 0.5f, rec.y + rec.height - 0.5f}, // P12, P13
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{rec.x + 0.5f, (float)(rec.y + rec.height) - innerRadius + 0.5f},
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{rec.x + 0.5f, (float)rec.y + innerRadius - 0.5f} // P14, P15
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{rec.x + 0.5f, (float)(rec.y + rec.height) - innerRadius - 0.5f},
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{rec.x + 0.5f, (float)rec.y + innerRadius + 0.5f} // P14, P15
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};
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const Vector2 centers[4] = {
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