Fix moving platforms with ray shapes
In the case of ray shapes, the body RID used to apply platform velocity wasn't properly set.
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@ -1015,6 +1015,7 @@ bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision
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if (deepest != -1) {
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r_collision.collider = sep_res[deepest].collider_id;
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r_collision.collider_rid = sep_res[deepest].collider;
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r_collision.collider_metadata = sep_res[deepest].collider_metadata;
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r_collision.collider_shape = sep_res[deepest].collider_shape;
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r_collision.collider_vel = sep_res[deepest].collider_velocity;
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@ -1278,6 +1278,7 @@ bool KinematicBody::separate_raycast_shapes(bool p_infinite_inertia, Collision &
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if (deepest != -1) {
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r_collision.collider = sep_res[deepest].collider_id;
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r_collision.collider_rid = sep_res[deepest].collider;
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r_collision.collider_metadata = sep_res[deepest].collider_metadata;
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r_collision.collider_shape = sep_res[deepest].collider_shape;
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r_collision.collider_vel = sep_res[deepest].collider_velocity;
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