Box2d Filter and doc

BlitzMax Modules Forums/Brucey's Modules/Box2d Filter and doc

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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 ?