-new collision layer & mask system for 2D, for more flexible collision masking
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@ -596,7 +596,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body,const Vector2&p_motion,float p
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keep=false;
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else if (intersection_query_results[i]->get_type()==CollisionObject2DSW::TYPE_AREA)
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keep=false;
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else if ((static_cast<Body2DSW*>(intersection_query_results[i])->get_layer_mask()&p_body->get_layer_mask())==0)
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else if ((static_cast<Body2DSW*>(intersection_query_results[i])->test_collision_mask(p_body))==0)
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keep=false;
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else if (static_cast<Body2DSW*>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self()))
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keep=false;
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