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Fix WorldBoundaryShape2D handle when distance is negative
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@@ -184,7 +184,8 @@ void CollisionShape2DEditor::set_handle(int idx, Point2 &p_point) {
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Vector2 normal = world_boundary->get_normal();
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Vector2 normal = world_boundary->get_normal();
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world_boundary->set_distance(p_point.dot(normal) / normal.length_squared());
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world_boundary->set_distance(p_point.dot(normal) / normal.length_squared());
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} else {
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} else {
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world_boundary->set_normal(p_point.normalized());
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real_t dir = world_boundary->get_distance() < 0 ? -1 : 1;
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world_boundary->set_normal(p_point.normalized() * dir);
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}
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}
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}
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}
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} break;
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} break;
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