Fixed for compiler version 0.2.012
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@@ -267,7 +267,7 @@ physics_step :: (scene: *Scene, timestep: float) {
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if other_e.flags & .COLLISION {
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if other_e.collider.type == .AABB {
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inv_matrix := inverse(other_e.transform.model_matrix);
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success :, inv_matrix := inverse(other_e.transform.model_matrix);
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aabb := other_e.collider.aabb;
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if point_inside_aabb(aabb, transform_position(e.transform.position, inv_matrix)) {
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add_trigger_overlap_if_new(other_e, e);
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