Fix collision detection by calculating positive penetration depth. (#966)
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				@ -42,7 +42,7 @@ pub fn collide(a_pos: Vec3, a_size: Vec2, b_pos: Vec3, b_size: Vec2) -> Option<C
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        // if we had an "x" and a "y" collision, pick the "primary" side using penetration depth
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        match (x_collision, y_collision) {
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            (Some(x_collision), Some(y_collision)) => {
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                if y_depth < x_depth {
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                if y_depth.abs() < x_depth.abs() {
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                    Some(y_collision)
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                } else {
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                    Some(x_collision)
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