One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (#155); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (#153); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (#149); fixes that every Rapier collider of a tilemap had the shape of its last cell
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -224,6 +224,8 @@ export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
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pointer: { ...NO_POINTER },
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hitTest: () => false,
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isTouching: () => false,
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raycast: () => null,
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ignoreOneWay: () => {},
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moveAndSlide: (target, dx, dy) => {
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target.x += dx;
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target.y += dy;
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