So, I watched a cool tutorial on Astar pathfinding in 3d, and once I implemented it into my game, I noticed that the unit would cut through corners on the gridmap often. I'm trying to get the unit to follow from point to point instead of going diagonally through them. Here's a poorly drawn representation of the problem.

I was wondering if there was any way to stop connections between diagonal points? I'm hoping for it to only scan for points up, down, left, and right instead of top-left, top-right, etc. Here's the part of the script where I think this is happening:

```
func _ready():
astar = AStar.new()
var cells = gridmap.get_used_cells()
for cell in cells:
var ind = astar.get_available_point_id()
astar.add_point(ind, gridmap.map_to_world(cell.x, cell.y, cell.z))
all_points[v3_to_index(cell)] = ind
for cell in cells:
for x in [-1, 0, 1]:
for y in [-1, 0, 1]:
for z in [-1, 0, 1]:
var v3 = Vector3(x, y, z)
if v3 == Vector3(0, 0, 0):
continue
if v3_to_index(v3 + cell) in all_points:
var ind1 = all_points[v3_to_index(cell)]
var ind2 = all_points[v3_to_index(cell + v3)]
if !astar.are_points_connected(ind1, ind2):
astar.connect_points(ind1, ind2, true)
```

Any help would be greatly appreciated!