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Updated tutorial_physics_2d (markdown)
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@ -46,7 +46,7 @@ Godot will return correct collision and collision info from the different calls
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As seen before in the collide functions, 2D shapes in godot can be transformed by using a regular [Matrix32](class_matrix32) transform, meaning the can check collision while scaled, moved and rotated. The only limitation to this is that shapes with curved sections (such as circle and capsule) can only be scaled uniformly. This means that circle or capsule shapes scaled in the form of an ellipse **will not work properly**. This is a limitation on the collision algorithm used (SAT), so make sure that your circle and capsule shapes are always scaled uniformly!
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<p align="center"><img src="images/shaperules.png"></p>
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<p align="center"><img src="images/shape_rules.png"></p>
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### But Problems Begin
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