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@@ -587,6 +587,10 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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+ /*
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+ * There is no point in supporting one way collisions with ray shapes, as they will always collide in the desired
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+ * direction. Use a short ray shape if you want to achieve a similar effect.
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+ *
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if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
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cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
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@@ -594,10 +598,15 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
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cbk.invalid_by_dir = 0;
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} else {
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- cbk.valid_dir = Vector2();
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- cbk.valid_depth = 0;
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- cbk.invalid_by_dir = 0;
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+*/
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+
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+ cbk.valid_dir = Vector2();
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+ cbk.valid_depth = 0;
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+ cbk.invalid_by_dir = 0;
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+
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+ /*
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}
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+ */
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Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
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if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, NULL, p_margin)) {
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