using better method to decide whether or not a collision is valid
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@ -102,7 +102,7 @@ int _internal_collision_get_overlap(PhysicsEntity self, PhysicsEntity other, Col
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.edge_right = shape_get_point_transformed(self_shape, (1 + shortest_escape_edge) % self_point_count, *self_transform),
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};
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return shortest_sqrmag != 0;
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return !veqf(shortest_escape, ZeroVector);
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}
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static
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