Thanks for this fix.
So if I understand well the next Collision Bits values after $0001 $0002 $0004 $0008 are $0010 $0020 $0040 and not $0016 $0032 $0064 right ?
Also, if I'm not changing the world.SetFilter() is the default ShouldCollide() method (hard coded in C++ I suppose) is quicker than the blitzMax one ?
So if I understand well the next Collision Bits values after $0001 $0002 $0004 $0008 are $0010 $0020 $0040 and not $0016 $0032 $0064 right ?
Also, if I'm not changing the world.SetFilter() is the default ShouldCollide() method (hard coded in C++ I suppose) is quicker than the blitzMax one ?