diff --git a/Scenes/test.tscn b/Scenes/test.tscn index f007a5c0..e56569d4 100644 --- a/Scenes/test.tscn +++ b/Scenes/test.tscn @@ -1,61 +1,16911 @@ -[gd_scene load_steps=8 format=3 uid="uid://bv451a8wgty4u"] +[gd_scene load_steps=7 format=3 uid="uid://bv451a8wgty4u"] [ext_resource type="PackedScene" uid="uid://bghghp5ep4w2j" path="res://Scenes/player.tscn" id="2_8mh54"] [ext_resource type="PackedScene" uid="uid://cxmcqehjjy82j" path="res://Scenes/reisen.tscn" id="3_8k37m"] [ext_resource type="PackedScene" uid="uid://rp4jhx0tuh24" path="res://Scenes/fragola.tscn" id="4_s7wq6"] +[ext_resource type="Texture2D" uid="uid://boi73xiydtslu" path="res://Sprites/MCBlocksBlackOutline.png" id="4_xm6li"] -[sub_resource type="RectangleShape2D" id="RectangleShape2D_qui05"] -size = Vector2(20, 153) +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_kegq5"] +texture = ExtResource("4_xm6li") +margins = Vector2i(4, 4) +separation = Vector2i(8, 8) +texture_region_size = Vector2i(24, 24) +0:0/0 = 0 +0:0/0/texture_origin = Vector2i(0, -6) +0:0/0/y_sort_origin = -6 +0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:0/0/physics_layer_0/angular_velocity = 0.0 +0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:0/0 = 0 +1:0/0/texture_origin = Vector2i(0, -6) +1:0/0/y_sort_origin = -6 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:0/0 = 0 +2:0/0/texture_origin = Vector2i(0, -6) +2:0/0/y_sort_origin = -6 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:0/0 = 0 +3:0/0/texture_origin = Vector2i(0, -6) +3:0/0/y_sort_origin = -6 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:0/0 = 0 +4:0/0/texture_origin = Vector2i(0, -6) +4:0/0/y_sort_origin = -6 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:0/0 = 0 +5:0/0/texture_origin = Vector2i(0, -6) +5:0/0/y_sort_origin = -6 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:0/0 = 0 +6:0/0/texture_origin = Vector2i(0, -6) +6:0/0/y_sort_origin = -6 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:0/0 = 0 +7:0/0/texture_origin = Vector2i(0, -6) +7:0/0/y_sort_origin = -6 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:0/0 = 0 +8:0/0/texture_origin = Vector2i(0, -6) +8:0/0/y_sort_origin = -6 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:0/0 = 0 +9:0/0/texture_origin = Vector2i(0, -6) +9:0/0/y_sort_origin = -6 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:0/0 = 0 +10:0/0/texture_origin = Vector2i(0, -6) +10:0/0/y_sort_origin = -6 +10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:0/0/physics_layer_0/angular_velocity = 0.0 +10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:0/0 = 0 +11:0/0/texture_origin = Vector2i(0, -6) +11:0/0/y_sort_origin = -6 +11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:0/0/physics_layer_0/angular_velocity = 0.0 +11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:0/0 = 0 +12:0/0/texture_origin = Vector2i(0, -6) +12:0/0/y_sort_origin = -6 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:0/0 = 0 +13:0/0/texture_origin = Vector2i(0, -6) +13:0/0/y_sort_origin = -6 +13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_0/angular_velocity = 0.0 +13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:0/0 = 0 +14:0/0/texture_origin = Vector2i(0, -6) +14:0/0/y_sort_origin = -6 +14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_0/angular_velocity = 0.0 +14:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:0/0 = 0 +15:0/0/texture_origin = Vector2i(0, -6) +15:0/0/y_sort_origin = -6 +15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_0/angular_velocity = 0.0 +15:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:0/0 = 0 +16:0/0/texture_origin = Vector2i(0, -6) +16:0/0/y_sort_origin = -6 +16:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:0/0/physics_layer_0/angular_velocity = 0.0 +16:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:0/0 = 0 +17:0/0/texture_origin = Vector2i(0, -6) +17:0/0/y_sort_origin = -6 +17:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:0/0/physics_layer_0/angular_velocity = 0.0 +17:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:0/0 = 0 +18:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:0/0/physics_layer_0/angular_velocity = 0.0 +19:0/0 = 0 +19:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:0/0/physics_layer_0/angular_velocity = 0.0 +20:0/0 = 0 +20:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:0/0/physics_layer_0/angular_velocity = 0.0 +21:0/0 = 0 +21:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:0/0/physics_layer_0/angular_velocity = 0.0 +22:0/0 = 0 +22:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:0/0/physics_layer_0/angular_velocity = 0.0 +23:0/0 = 0 +23:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:0/0/physics_layer_0/angular_velocity = 0.0 +24:0/0 = 0 +24:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:0/0/physics_layer_0/angular_velocity = 0.0 +25:0/0 = 0 +25:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:0/0/physics_layer_0/angular_velocity = 0.0 +26:0/0 = 0 +26:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:0/0/physics_layer_0/angular_velocity = 0.0 +27:0/0 = 0 +27:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:0/0/physics_layer_0/angular_velocity = 0.0 +28:0/0 = 0 +28:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:0/0/physics_layer_0/angular_velocity = 0.0 +29:0/0 = 0 +29:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:0/0/physics_layer_0/angular_velocity = 0.0 +30:0/0 = 0 +30:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:0/0/physics_layer_0/angular_velocity = 0.0 +31:0/0 = 0 +31:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:0/0/physics_layer_0/angular_velocity = 0.0 +32:0/0 = 0 +32:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:0/0/physics_layer_0/angular_velocity = 0.0 +33:0/0 = 0 +33:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:0/0/physics_layer_0/angular_velocity = 0.0 +34:0/0 = 0 +34:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:0/0/physics_layer_0/angular_velocity = 0.0 +35:0/0 = 0 +35:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/texture_origin = Vector2i(0, -6) +0:1/0/y_sort_origin = -6 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:1/0 = 0 +1:1/0/texture_origin = Vector2i(0, -6) +1:1/0/y_sort_origin = -6 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:1/0 = 0 +2:1/0/texture_origin = Vector2i(0, -6) +2:1/0/y_sort_origin = -6 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:1/0 = 0 +3:1/0/texture_origin = Vector2i(0, -6) +3:1/0/y_sort_origin = -6 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:1/0 = 0 +4:1/0/texture_origin = Vector2i(0, -6) +4:1/0/y_sort_origin = -6 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:1/0 = 0 +5:1/0/texture_origin = Vector2i(0, -6) +5:1/0/y_sort_origin = -6 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:1/0 = 0 +6:1/0/texture_origin = Vector2i(0, -6) +6:1/0/y_sort_origin = -6 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:1/0 = 0 +7:1/0/texture_origin = Vector2i(0, -6) +7:1/0/y_sort_origin = -6 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:1/0 = 0 +8:1/0/texture_origin = Vector2i(0, -6) +8:1/0/y_sort_origin = -6 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:1/0 = 0 +9:1/0/texture_origin = Vector2i(0, -6) +9:1/0/y_sort_origin = -6 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:1/0 = 0 +10:1/0/texture_origin = Vector2i(0, -6) +10:1/0/y_sort_origin = -6 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:1/0 = 0 +11:1/0/texture_origin = Vector2i(0, -6) +11:1/0/y_sort_origin = -6 +11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_0/angular_velocity = 0.0 +11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:1/0 = 0 +12:1/0/texture_origin = Vector2i(0, -6) +12:1/0/y_sort_origin = -6 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:1/0 = 0 +13:1/0/texture_origin = Vector2i(0, -6) +13:1/0/y_sort_origin = -6 +13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_0/angular_velocity = 0.0 +13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:1/0 = 0 +14:1/0/texture_origin = Vector2i(0, -6) +14:1/0/y_sort_origin = -6 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:1/0 = 0 +15:1/0/texture_origin = Vector2i(0, -6) +15:1/0/y_sort_origin = -6 +15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_0/angular_velocity = 0.0 +15:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:1/0 = 0 +16:1/0/texture_origin = Vector2i(0, -6) +16:1/0/y_sort_origin = -6 +16:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:1/0/physics_layer_0/angular_velocity = 0.0 +16:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:1/0 = 0 +17:1/0/texture_origin = Vector2i(0, -6) +17:1/0/y_sort_origin = -6 +17:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:1/0/physics_layer_0/angular_velocity = 0.0 +17:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:1/0 = 0 +18:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:1/0/physics_layer_0/angular_velocity = 0.0 +19:1/0 = 0 +19:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:1/0/physics_layer_0/angular_velocity = 0.0 +20:1/0 = 0 +20:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:1/0/physics_layer_0/angular_velocity = 0.0 +21:1/0 = 0 +21:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:1/0/physics_layer_0/angular_velocity = 0.0 +22:1/0 = 0 +22:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:1/0/physics_layer_0/angular_velocity = 0.0 +23:1/0 = 0 +23:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:1/0/physics_layer_0/angular_velocity = 0.0 +24:1/0 = 0 +24:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:1/0/physics_layer_0/angular_velocity = 0.0 +25:1/0 = 0 +25:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:1/0/physics_layer_0/angular_velocity = 0.0 +26:1/0 = 0 +26:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:1/0/physics_layer_0/angular_velocity = 0.0 +27:1/0 = 0 +27:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:1/0/physics_layer_0/angular_velocity = 0.0 +28:1/0 = 0 +28:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:1/0/physics_layer_0/angular_velocity = 0.0 +29:1/0 = 0 +29:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:1/0/physics_layer_0/angular_velocity = 0.0 +30:1/0 = 0 +30:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:1/0/physics_layer_0/angular_velocity = 0.0 +31:1/0 = 0 +31:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:1/0/physics_layer_0/angular_velocity = 0.0 +32:1/0 = 0 +32:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:1/0/physics_layer_0/angular_velocity = 0.0 +33:1/0 = 0 +33:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:1/0/physics_layer_0/angular_velocity = 0.0 +34:1/0 = 0 +34:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:1/0/physics_layer_0/angular_velocity = 0.0 +35:1/0 = 0 +35:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/texture_origin = Vector2i(0, -6) +0:2/0/y_sort_origin = -6 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:2/0 = 0 +1:2/0/texture_origin = Vector2i(0, -6) +1:2/0/y_sort_origin = -6 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:2/0 = 0 +2:2/0/texture_origin = Vector2i(0, -6) +2:2/0/y_sort_origin = -6 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:2/0 = 0 +3:2/0/texture_origin = Vector2i(0, -6) +3:2/0/y_sort_origin = -6 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:2/0 = 0 +4:2/0/texture_origin = Vector2i(0, -6) +4:2/0/y_sort_origin = -6 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:2/0 = 0 +5:2/0/texture_origin = Vector2i(0, -6) +5:2/0/y_sort_origin = -6 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:2/0 = 0 +6:2/0/texture_origin = Vector2i(0, -6) +6:2/0/y_sort_origin = -6 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:2/0 = 0 +7:2/0/texture_origin = Vector2i(0, -6) +7:2/0/y_sort_origin = -6 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:2/0 = 0 +8:2/0/texture_origin = Vector2i(0, -6) +8:2/0/y_sort_origin = -6 +8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_0/angular_velocity = 0.0 +8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:2/0 = 0 +9:2/0/texture_origin = Vector2i(0, -6) +9:2/0/y_sort_origin = -6 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:2/0 = 0 +10:2/0/texture_origin = Vector2i(0, -6) +10:2/0/y_sort_origin = -6 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:2/0 = 0 +11:2/0/texture_origin = Vector2i(0, -6) +11:2/0/y_sort_origin = -6 +11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:2/0 = 0 +12:2/0/texture_origin = Vector2i(0, -6) +12:2/0/y_sort_origin = -6 +12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_0/angular_velocity = 0.0 +12:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:2/0 = 0 +13:2/0/texture_origin = Vector2i(0, -6) +13:2/0/y_sort_origin = -6 +13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:2/0/physics_layer_0/angular_velocity = 0.0 +13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:2/0 = 0 +14:2/0/texture_origin = Vector2i(0, -6) +14:2/0/y_sort_origin = -6 +14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:2/0/physics_layer_0/angular_velocity = 0.0 +14:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:2/0 = 0 +15:2/0/texture_origin = Vector2i(0, -6) +15:2/0/y_sort_origin = -6 +15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:2/0/physics_layer_0/angular_velocity = 0.0 +15:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:2/0 = 0 +16:2/0/texture_origin = Vector2i(0, -6) +16:2/0/y_sort_origin = -6 +16:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:2/0/physics_layer_0/angular_velocity = 0.0 +16:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:2/0 = 0 +17:2/0/texture_origin = Vector2i(0, -6) +17:2/0/y_sort_origin = -6 +17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:2/0/physics_layer_0/angular_velocity = 0.0 +17:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:2/0 = 0 +18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:2/0/physics_layer_0/angular_velocity = 0.0 +19:2/0 = 0 +19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:2/0/physics_layer_0/angular_velocity = 0.0 +20:2/0 = 0 +20:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:2/0/physics_layer_0/angular_velocity = 0.0 +21:2/0 = 0 +21:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:2/0/physics_layer_0/angular_velocity = 0.0 +22:2/0 = 0 +22:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:2/0/physics_layer_0/angular_velocity = 0.0 +23:2/0 = 0 +23:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:2/0/physics_layer_0/angular_velocity = 0.0 +24:2/0 = 0 +24:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:2/0/physics_layer_0/angular_velocity = 0.0 +25:2/0 = 0 +25:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:2/0/physics_layer_0/angular_velocity = 0.0 +26:2/0 = 0 +26:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:2/0/physics_layer_0/angular_velocity = 0.0 +27:2/0 = 0 +27:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:2/0/physics_layer_0/angular_velocity = 0.0 +28:2/0 = 0 +28:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:2/0/physics_layer_0/angular_velocity = 0.0 +29:2/0 = 0 +29:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:2/0/physics_layer_0/angular_velocity = 0.0 +30:2/0 = 0 +30:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:2/0/physics_layer_0/angular_velocity = 0.0 +31:2/0 = 0 +31:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:2/0/physics_layer_0/angular_velocity = 0.0 +32:2/0 = 0 +32:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:2/0/physics_layer_0/angular_velocity = 0.0 +33:2/0 = 0 +33:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:2/0/physics_layer_0/angular_velocity = 0.0 +34:2/0 = 0 +34:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:2/0/physics_layer_0/angular_velocity = 0.0 +35:2/0 = 0 +35:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/texture_origin = Vector2i(0, -6) +0:3/0/y_sort_origin = -6 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:3/0 = 0 +1:3/0/texture_origin = Vector2i(0, -6) +1:3/0/y_sort_origin = -6 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:3/0 = 0 +2:3/0/texture_origin = Vector2i(0, -6) +2:3/0/y_sort_origin = -6 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:3/0 = 0 +3:3/0/texture_origin = Vector2i(0, -6) +3:3/0/y_sort_origin = -6 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:3/0 = 0 +4:3/0/texture_origin = Vector2i(0, -6) +4:3/0/y_sort_origin = -6 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:3/0 = 0 +5:3/0/texture_origin = Vector2i(0, -6) +5:3/0/y_sort_origin = -6 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:3/0 = 0 +6:3/0/texture_origin = Vector2i(0, -6) +6:3/0/y_sort_origin = -6 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:3/0 = 0 +7:3/0/texture_origin = Vector2i(0, -6) +7:3/0/y_sort_origin = -6 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:3/0 = 0 +8:3/0/texture_origin = Vector2i(0, -6) +8:3/0/y_sort_origin = -6 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:3/0 = 0 +9:3/0/texture_origin = Vector2i(0, -6) +9:3/0/y_sort_origin = -6 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:3/0 = 0 +10:3/0/texture_origin = Vector2i(0, -6) +10:3/0/y_sort_origin = -6 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:3/0 = 0 +11:3/0/texture_origin = Vector2i(0, -6) +11:3/0/y_sort_origin = -6 +11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:3/0/physics_layer_0/angular_velocity = 0.0 +11:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:3/0 = 0 +12:3/0/texture_origin = Vector2i(0, -6) +12:3/0/y_sort_origin = -6 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:3/0 = 0 +13:3/0/texture_origin = Vector2i(0, -6) +13:3/0/y_sort_origin = -6 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:3/0 = 0 +14:3/0/texture_origin = Vector2i(0, -6) +14:3/0/y_sort_origin = -6 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:3/0 = 0 +15:3/0/texture_origin = Vector2i(0, -6) +15:3/0/y_sort_origin = -6 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:3/0 = 0 +16:3/0/texture_origin = Vector2i(0, -6) +16:3/0/y_sort_origin = -6 +16:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:3/0/physics_layer_0/angular_velocity = 0.0 +16:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:3/0 = 0 +17:3/0/texture_origin = Vector2i(0, -6) +17:3/0/y_sort_origin = -6 +17:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:3/0/physics_layer_0/angular_velocity = 0.0 +17:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:3/0 = 0 +18:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:3/0/physics_layer_0/angular_velocity = 0.0 +19:3/0 = 0 +19:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:3/0/physics_layer_0/angular_velocity = 0.0 +20:3/0 = 0 +20:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:3/0/physics_layer_0/angular_velocity = 0.0 +21:3/0 = 0 +21:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:3/0/physics_layer_0/angular_velocity = 0.0 +22:3/0 = 0 +22:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:3/0/physics_layer_0/angular_velocity = 0.0 +23:3/0 = 0 +23:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:3/0/physics_layer_0/angular_velocity = 0.0 +24:3/0 = 0 +24:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:3/0/physics_layer_0/angular_velocity = 0.0 +25:3/0 = 0 +25:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:3/0/physics_layer_0/angular_velocity = 0.0 +26:3/0 = 0 +26:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:3/0/physics_layer_0/angular_velocity = 0.0 +27:3/0 = 0 +27:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:3/0/physics_layer_0/angular_velocity = 0.0 +28:3/0 = 0 +28:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:3/0/physics_layer_0/angular_velocity = 0.0 +29:3/0 = 0 +29:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:3/0/physics_layer_0/angular_velocity = 0.0 +30:3/0 = 0 +30:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:3/0/physics_layer_0/angular_velocity = 0.0 +31:3/0 = 0 +31:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:3/0/physics_layer_0/angular_velocity = 0.0 +32:3/0 = 0 +32:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:3/0/physics_layer_0/angular_velocity = 0.0 +33:3/0 = 0 +33:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:3/0/physics_layer_0/angular_velocity = 0.0 +34:3/0 = 0 +34:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:3/0/physics_layer_0/angular_velocity = 0.0 +35:3/0 = 0 +35:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/texture_origin = Vector2i(0, -6) +0:4/0/y_sort_origin = -6 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:4/0 = 0 +1:4/0/texture_origin = Vector2i(0, -6) +1:4/0/y_sort_origin = -6 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:4/0 = 0 +2:4/0/texture_origin = Vector2i(0, -6) +2:4/0/y_sort_origin = -6 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:4/0 = 0 +3:4/0/texture_origin = Vector2i(0, -6) +3:4/0/y_sort_origin = -6 +3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_0/angular_velocity = 0.0 +3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:4/0 = 0 +4:4/0/texture_origin = Vector2i(0, -6) +4:4/0/y_sort_origin = -6 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:4/0 = 0 +5:4/0/texture_origin = Vector2i(0, -6) +5:4/0/y_sort_origin = -6 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:4/0 = 0 +6:4/0/texture_origin = Vector2i(0, -6) +6:4/0/y_sort_origin = -6 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:4/0 = 0 +7:4/0/texture_origin = Vector2i(0, -6) +7:4/0/y_sort_origin = -6 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:4/0 = 0 +8:4/0/texture_origin = Vector2i(0, -6) +8:4/0/y_sort_origin = -6 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:4/0 = 0 +9:4/0/texture_origin = Vector2i(0, -6) +9:4/0/y_sort_origin = -6 +9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:4/0/physics_layer_0/angular_velocity = 0.0 +9:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:4/0 = 0 +10:4/0/texture_origin = Vector2i(0, -6) +10:4/0/y_sort_origin = -6 +10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:4/0/physics_layer_0/angular_velocity = 0.0 +10:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:4/0 = 0 +11:4/0/texture_origin = Vector2i(0, -6) +11:4/0/y_sort_origin = -6 +11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_0/angular_velocity = 0.0 +11:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:4/0 = 0 +12:4/0/texture_origin = Vector2i(0, -6) +12:4/0/y_sort_origin = -6 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:4/0 = 0 +13:4/0/texture_origin = Vector2i(0, -6) +13:4/0/y_sort_origin = -6 +13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_0/angular_velocity = 0.0 +13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:4/0 = 0 +14:4/0/texture_origin = Vector2i(0, -6) +14:4/0/y_sort_origin = -6 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:4/0 = 0 +15:4/0/texture_origin = Vector2i(0, -6) +15:4/0/y_sort_origin = -6 +15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_0/angular_velocity = 0.0 +15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:4/0 = 0 +16:4/0/texture_origin = Vector2i(0, -6) +16:4/0/y_sort_origin = -6 +16:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:4/0/physics_layer_0/angular_velocity = 0.0 +16:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:4/0 = 0 +17:4/0/texture_origin = Vector2i(0, -6) +17:4/0/y_sort_origin = -6 +17:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:4/0/physics_layer_0/angular_velocity = 0.0 +17:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:4/0 = 0 +18:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:4/0/physics_layer_0/angular_velocity = 0.0 +19:4/0 = 0 +19:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:4/0/physics_layer_0/angular_velocity = 0.0 +20:4/0 = 0 +20:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:4/0/physics_layer_0/angular_velocity = 0.0 +21:4/0 = 0 +21:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:4/0/physics_layer_0/angular_velocity = 0.0 +22:4/0 = 0 +22:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:4/0/physics_layer_0/angular_velocity = 0.0 +23:4/0 = 0 +23:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:4/0/physics_layer_0/angular_velocity = 0.0 +24:4/0 = 0 +24:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:4/0/physics_layer_0/angular_velocity = 0.0 +25:4/0 = 0 +25:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:4/0/physics_layer_0/angular_velocity = 0.0 +26:4/0 = 0 +26:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:4/0/physics_layer_0/angular_velocity = 0.0 +27:4/0 = 0 +27:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:4/0/physics_layer_0/angular_velocity = 0.0 +28:4/0 = 0 +28:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:4/0/physics_layer_0/angular_velocity = 0.0 +29:4/0 = 0 +29:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:4/0/physics_layer_0/angular_velocity = 0.0 +30:4/0 = 0 +30:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:4/0/physics_layer_0/angular_velocity = 0.0 +31:4/0 = 0 +31:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:4/0/physics_layer_0/angular_velocity = 0.0 +32:4/0 = 0 +32:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:4/0/physics_layer_0/angular_velocity = 0.0 +33:4/0 = 0 +33:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:4/0/physics_layer_0/angular_velocity = 0.0 +34:4/0 = 0 +34:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:4/0/physics_layer_0/angular_velocity = 0.0 +35:4/0 = 0 +35:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:4/0/physics_layer_0/angular_velocity = 0.0 +0:5/0 = 0 +0:5/0/texture_origin = Vector2i(0, -6) +0:5/0/y_sort_origin = -6 +0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_0/angular_velocity = 0.0 +0:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:5/0 = 0 +1:5/0/texture_origin = Vector2i(0, -6) +1:5/0/y_sort_origin = -6 +1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:5/0 = 0 +2:5/0/texture_origin = Vector2i(0, -6) +2:5/0/y_sort_origin = -6 +2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_0/angular_velocity = 0.0 +2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:5/0 = 0 +3:5/0/texture_origin = Vector2i(0, -6) +3:5/0/y_sort_origin = -6 +3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_0/angular_velocity = 0.0 +3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:5/0 = 0 +4:5/0/texture_origin = Vector2i(0, -6) +4:5/0/y_sort_origin = -6 +4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_0/angular_velocity = 0.0 +4:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:5/0 = 0 +5:5/0/texture_origin = Vector2i(0, -6) +5:5/0/y_sort_origin = -6 +5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_0/angular_velocity = 0.0 +5:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:5/0 = 0 +6:5/0/texture_origin = Vector2i(0, -6) +6:5/0/y_sort_origin = -6 +6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_0/angular_velocity = 0.0 +6:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:5/0 = 0 +7:5/0/texture_origin = Vector2i(0, -6) +7:5/0/y_sort_origin = -6 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +7:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:5/0 = 0 +8:5/0/texture_origin = Vector2i(0, -6) +8:5/0/y_sort_origin = -6 +8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:5/0/physics_layer_0/angular_velocity = 0.0 +8:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:5/0 = 0 +9:5/0/texture_origin = Vector2i(0, -6) +9:5/0/y_sort_origin = -6 +9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_0/angular_velocity = 0.0 +9:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:5/0 = 0 +10:5/0/texture_origin = Vector2i(0, -6) +10:5/0/y_sort_origin = -6 +10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:5/0/physics_layer_0/angular_velocity = 0.0 +10:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:5/0 = 0 +11:5/0/texture_origin = Vector2i(0, -6) +11:5/0/y_sort_origin = -6 +11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_0/angular_velocity = 0.0 +11:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:5/0 = 0 +12:5/0/texture_origin = Vector2i(0, -6) +12:5/0/y_sort_origin = -6 +12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:5/0/physics_layer_0/angular_velocity = 0.0 +12:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:5/0 = 0 +13:5/0/texture_origin = Vector2i(0, -6) +13:5/0/y_sort_origin = -6 +13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:5/0/physics_layer_0/angular_velocity = 0.0 +13:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:5/0 = 0 +14:5/0/texture_origin = Vector2i(0, -6) +14:5/0/y_sort_origin = -6 +14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_0/angular_velocity = 0.0 +14:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:5/0 = 0 +15:5/0/texture_origin = Vector2i(0, -6) +15:5/0/y_sort_origin = -6 +15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_0/angular_velocity = 0.0 +15:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:5/0 = 0 +16:5/0/texture_origin = Vector2i(0, -6) +16:5/0/y_sort_origin = -6 +16:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:5/0/physics_layer_0/angular_velocity = 0.0 +16:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:5/0 = 0 +17:5/0/texture_origin = Vector2i(0, -6) +17:5/0/y_sort_origin = -6 +17:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:5/0/physics_layer_0/angular_velocity = 0.0 +17:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:5/0 = 0 +18:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:5/0/physics_layer_0/angular_velocity = 0.0 +19:5/0 = 0 +19:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:5/0/physics_layer_0/angular_velocity = 0.0 +20:5/0 = 0 +20:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:5/0/physics_layer_0/angular_velocity = 0.0 +21:5/0 = 0 +21:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:5/0/physics_layer_0/angular_velocity = 0.0 +22:5/0 = 0 +22:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:5/0/physics_layer_0/angular_velocity = 0.0 +23:5/0 = 0 +23:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:5/0/physics_layer_0/angular_velocity = 0.0 +24:5/0 = 0 +24:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:5/0/physics_layer_0/angular_velocity = 0.0 +25:5/0 = 0 +25:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:5/0/physics_layer_0/angular_velocity = 0.0 +26:5/0 = 0 +26:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:5/0/physics_layer_0/angular_velocity = 0.0 +27:5/0 = 0 +27:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:5/0/physics_layer_0/angular_velocity = 0.0 +28:5/0 = 0 +28:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:5/0/physics_layer_0/angular_velocity = 0.0 +29:5/0 = 0 +29:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:5/0/physics_layer_0/angular_velocity = 0.0 +30:5/0 = 0 +30:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:5/0/physics_layer_0/angular_velocity = 0.0 +31:5/0 = 0 +31:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:5/0/physics_layer_0/angular_velocity = 0.0 +32:5/0 = 0 +32:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:5/0/physics_layer_0/angular_velocity = 0.0 +33:5/0 = 0 +33:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:5/0/physics_layer_0/angular_velocity = 0.0 +34:5/0 = 0 +34:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:5/0/physics_layer_0/angular_velocity = 0.0 +35:5/0 = 0 +35:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:5/0/physics_layer_0/angular_velocity = 0.0 +0:6/0 = 0 +0:6/0/texture_origin = Vector2i(0, -6) +0:6/0/y_sort_origin = -6 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +0:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:6/0 = 0 +1:6/0/texture_origin = Vector2i(0, -6) +1:6/0/y_sort_origin = -6 +1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:6/0 = 0 +2:6/0/texture_origin = Vector2i(0, -6) +2:6/0/y_sort_origin = -6 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:6/0 = 0 +3:6/0/texture_origin = Vector2i(0, -6) +3:6/0/y_sort_origin = -6 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:6/0 = 0 +4:6/0/texture_origin = Vector2i(0, -6) +4:6/0/y_sort_origin = -6 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:6/0 = 0 +5:6/0/texture_origin = Vector2i(0, -6) +5:6/0/y_sort_origin = -6 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:6/0 = 0 +6:6/0/texture_origin = Vector2i(0, -6) +6:6/0/y_sort_origin = -6 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:6/0 = 0 +7:6/0/texture_origin = Vector2i(0, -6) +7:6/0/y_sort_origin = -6 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:6/0 = 0 +8:6/0/texture_origin = Vector2i(0, -6) +8:6/0/y_sort_origin = -6 +8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_0/angular_velocity = 0.0 +8:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:6/0 = 0 +9:6/0/texture_origin = Vector2i(0, -6) +9:6/0/y_sort_origin = -6 +9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_0/angular_velocity = 0.0 +9:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:6/0 = 0 +10:6/0/texture_origin = Vector2i(0, -6) +10:6/0/y_sort_origin = -6 +10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:6/0/physics_layer_0/angular_velocity = 0.0 +10:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:6/0 = 0 +11:6/0/texture_origin = Vector2i(0, -6) +11:6/0/y_sort_origin = -6 +11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:6/0/physics_layer_0/angular_velocity = 0.0 +11:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:6/0 = 0 +12:6/0/texture_origin = Vector2i(0, -6) +12:6/0/y_sort_origin = -6 +12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:6/0/physics_layer_0/angular_velocity = 0.0 +12:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:6/0 = 0 +13:6/0/texture_origin = Vector2i(0, -6) +13:6/0/y_sort_origin = -6 +13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:6/0/physics_layer_0/angular_velocity = 0.0 +13:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:6/0 = 0 +14:6/0/texture_origin = Vector2i(0, -6) +14:6/0/y_sort_origin = -6 +14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:6/0/physics_layer_0/angular_velocity = 0.0 +14:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:6/0 = 0 +15:6/0/texture_origin = Vector2i(0, -6) +15:6/0/y_sort_origin = -6 +15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:6/0/physics_layer_0/angular_velocity = 0.0 +15:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:6/0 = 0 +16:6/0/texture_origin = Vector2i(0, -6) +16:6/0/y_sort_origin = -6 +16:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:6/0/physics_layer_0/angular_velocity = 0.0 +16:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:6/0 = 0 +17:6/0/texture_origin = Vector2i(0, -6) +17:6/0/y_sort_origin = -6 +17:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:6/0/physics_layer_0/angular_velocity = 0.0 +17:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:6/0 = 0 +18:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:6/0/physics_layer_0/angular_velocity = 0.0 +19:6/0 = 0 +19:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:6/0/physics_layer_0/angular_velocity = 0.0 +20:6/0 = 0 +20:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:6/0/physics_layer_0/angular_velocity = 0.0 +21:6/0 = 0 +21:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:6/0/physics_layer_0/angular_velocity = 0.0 +22:6/0 = 0 +22:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:6/0/physics_layer_0/angular_velocity = 0.0 +23:6/0 = 0 +23:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:6/0/physics_layer_0/angular_velocity = 0.0 +24:6/0 = 0 +24:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:6/0/physics_layer_0/angular_velocity = 0.0 +25:6/0 = 0 +25:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:6/0/physics_layer_0/angular_velocity = 0.0 +26:6/0 = 0 +26:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:6/0/physics_layer_0/angular_velocity = 0.0 +27:6/0 = 0 +27:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:6/0/physics_layer_0/angular_velocity = 0.0 +28:6/0 = 0 +28:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:6/0/physics_layer_0/angular_velocity = 0.0 +29:6/0 = 0 +29:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:6/0/physics_layer_0/angular_velocity = 0.0 +30:6/0 = 0 +30:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:6/0/physics_layer_0/angular_velocity = 0.0 +31:6/0 = 0 +31:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:6/0/physics_layer_0/angular_velocity = 0.0 +32:6/0 = 0 +32:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:6/0/physics_layer_0/angular_velocity = 0.0 +33:6/0 = 0 +33:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:6/0/physics_layer_0/angular_velocity = 0.0 +34:6/0 = 0 +34:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:6/0/physics_layer_0/angular_velocity = 0.0 +35:6/0 = 0 +35:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:6/0/physics_layer_0/angular_velocity = 0.0 +0:7/0 = 0 +0:7/0/texture_origin = Vector2i(0, -6) +0:7/0/y_sort_origin = -6 +0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_0/angular_velocity = 0.0 +0:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:7/0 = 0 +1:7/0/texture_origin = Vector2i(0, -6) +1:7/0/y_sort_origin = -6 +1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:7/0 = 0 +2:7/0/texture_origin = Vector2i(0, -6) +2:7/0/y_sort_origin = -6 +2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_0/angular_velocity = 0.0 +2:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:7/0 = 0 +3:7/0/texture_origin = Vector2i(0, -6) +3:7/0/y_sort_origin = -6 +3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_0/angular_velocity = 0.0 +3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:7/0 = 0 +4:7/0/texture_origin = Vector2i(0, -6) +4:7/0/y_sort_origin = -6 +4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_0/angular_velocity = 0.0 +4:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:7/0 = 0 +5:7/0/texture_origin = Vector2i(0, -6) +5:7/0/y_sort_origin = -6 +5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_0/angular_velocity = 0.0 +5:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:7/0 = 0 +6:7/0/texture_origin = Vector2i(0, -6) +6:7/0/y_sort_origin = -6 +6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_0/angular_velocity = 0.0 +6:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:7/0 = 0 +7:7/0/texture_origin = Vector2i(0, -6) +7:7/0/y_sort_origin = -6 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 +7:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:7/0 = 0 +8:7/0/texture_origin = Vector2i(0, -6) +8:7/0/y_sort_origin = -6 +8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:7/0/physics_layer_0/angular_velocity = 0.0 +8:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:7/0 = 0 +9:7/0/texture_origin = Vector2i(0, -6) +9:7/0/y_sort_origin = -6 +9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_0/angular_velocity = 0.0 +9:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:7/0 = 0 +10:7/0/texture_origin = Vector2i(0, -6) +10:7/0/y_sort_origin = -6 +10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:7/0/physics_layer_0/angular_velocity = 0.0 +10:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:7/0 = 0 +11:7/0/texture_origin = Vector2i(0, -6) +11:7/0/y_sort_origin = -6 +11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:7/0/physics_layer_0/angular_velocity = 0.0 +11:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:7/0 = 0 +12:7/0/texture_origin = Vector2i(0, -6) +12:7/0/y_sort_origin = -6 +12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:7/0/physics_layer_0/angular_velocity = 0.0 +12:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:7/0 = 0 +13:7/0/texture_origin = Vector2i(0, -6) +13:7/0/y_sort_origin = -6 +13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:7/0/physics_layer_0/angular_velocity = 0.0 +13:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:7/0 = 0 +14:7/0/texture_origin = Vector2i(0, -6) +14:7/0/y_sort_origin = -6 +14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:7/0/physics_layer_0/angular_velocity = 0.0 +14:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:7/0 = 0 +15:7/0/texture_origin = Vector2i(0, -6) +15:7/0/y_sort_origin = -6 +15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:7/0/physics_layer_0/angular_velocity = 0.0 +15:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:7/0 = 0 +16:7/0/texture_origin = Vector2i(0, -6) +16:7/0/y_sort_origin = -6 +16:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:7/0/physics_layer_0/angular_velocity = 0.0 +16:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:7/0 = 0 +17:7/0/texture_origin = Vector2i(0, -6) +17:7/0/y_sort_origin = -6 +17:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:7/0/physics_layer_0/angular_velocity = 0.0 +17:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:7/0 = 0 +18:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:7/0/physics_layer_0/angular_velocity = 0.0 +19:7/0 = 0 +19:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:7/0/physics_layer_0/angular_velocity = 0.0 +20:7/0 = 0 +20:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:7/0/physics_layer_0/angular_velocity = 0.0 +21:7/0 = 0 +21:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:7/0/physics_layer_0/angular_velocity = 0.0 +22:7/0 = 0 +22:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:7/0/physics_layer_0/angular_velocity = 0.0 +23:7/0 = 0 +23:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:7/0/physics_layer_0/angular_velocity = 0.0 +24:7/0 = 0 +24:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:7/0/physics_layer_0/angular_velocity = 0.0 +25:7/0 = 0 +25:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:7/0/physics_layer_0/angular_velocity = 0.0 +26:7/0 = 0 +26:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:7/0/physics_layer_0/angular_velocity = 0.0 +27:7/0 = 0 +27:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:7/0/physics_layer_0/angular_velocity = 0.0 +28:7/0 = 0 +28:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:7/0/physics_layer_0/angular_velocity = 0.0 +29:7/0 = 0 +29:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:7/0/physics_layer_0/angular_velocity = 0.0 +30:7/0 = 0 +30:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:7/0/physics_layer_0/angular_velocity = 0.0 +31:7/0 = 0 +31:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:7/0/physics_layer_0/angular_velocity = 0.0 +32:7/0 = 0 +32:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:7/0/physics_layer_0/angular_velocity = 0.0 +33:7/0 = 0 +33:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:7/0/physics_layer_0/angular_velocity = 0.0 +34:7/0 = 0 +34:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:7/0/physics_layer_0/angular_velocity = 0.0 +35:7/0 = 0 +35:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:7/0/physics_layer_0/angular_velocity = 0.0 +0:8/0 = 0 +0:8/0/texture_origin = Vector2i(0, -6) +0:8/0/y_sort_origin = -6 +0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:8/0/physics_layer_0/angular_velocity = 0.0 +0:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:8/0 = 0 +1:8/0/texture_origin = Vector2i(0, -6) +1:8/0/y_sort_origin = -6 +1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:8/0/physics_layer_0/angular_velocity = 0.0 +1:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:8/0 = 0 +2:8/0/texture_origin = Vector2i(0, -6) +2:8/0/y_sort_origin = -6 +2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:8/0/physics_layer_0/angular_velocity = 0.0 +2:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:8/0 = 0 +3:8/0/texture_origin = Vector2i(0, -6) +3:8/0/y_sort_origin = -6 +3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:8/0/physics_layer_0/angular_velocity = 0.0 +3:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:8/0 = 0 +4:8/0/texture_origin = Vector2i(0, -6) +4:8/0/y_sort_origin = -6 +4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:8/0/physics_layer_0/angular_velocity = 0.0 +4:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:8/0 = 0 +5:8/0/texture_origin = Vector2i(0, -6) +5:8/0/y_sort_origin = -6 +5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:8/0/physics_layer_0/angular_velocity = 0.0 +5:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:8/0 = 0 +6:8/0/texture_origin = Vector2i(0, -6) +6:8/0/y_sort_origin = -6 +6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:8/0/physics_layer_0/angular_velocity = 0.0 +6:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:8/0 = 0 +7:8/0/texture_origin = Vector2i(0, -6) +7:8/0/y_sort_origin = -6 +7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:8/0/physics_layer_0/angular_velocity = 0.0 +7:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:8/0 = 0 +8:8/0/texture_origin = Vector2i(0, -6) +8:8/0/y_sort_origin = -6 +8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:8/0/physics_layer_0/angular_velocity = 0.0 +8:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:8/0 = 0 +9:8/0/texture_origin = Vector2i(0, -6) +9:8/0/y_sort_origin = -6 +9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:8/0/physics_layer_0/angular_velocity = 0.0 +9:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:8/0 = 0 +10:8/0/texture_origin = Vector2i(0, -6) +10:8/0/y_sort_origin = -6 +10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:8/0/physics_layer_0/angular_velocity = 0.0 +10:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:8/0 = 0 +11:8/0/texture_origin = Vector2i(0, -6) +11:8/0/y_sort_origin = -6 +11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:8/0/physics_layer_0/angular_velocity = 0.0 +11:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:8/0 = 0 +12:8/0/texture_origin = Vector2i(0, -6) +12:8/0/y_sort_origin = -6 +12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:8/0/physics_layer_0/angular_velocity = 0.0 +12:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:8/0 = 0 +13:8/0/texture_origin = Vector2i(0, -6) +13:8/0/y_sort_origin = -6 +13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:8/0/physics_layer_0/angular_velocity = 0.0 +13:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:8/0 = 0 +14:8/0/texture_origin = Vector2i(0, -6) +14:8/0/y_sort_origin = -6 +14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:8/0/physics_layer_0/angular_velocity = 0.0 +14:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:8/0 = 0 +15:8/0/texture_origin = Vector2i(0, -6) +15:8/0/y_sort_origin = -6 +15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:8/0/physics_layer_0/angular_velocity = 0.0 +15:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:8/0 = 0 +16:8/0/texture_origin = Vector2i(0, -6) +16:8/0/y_sort_origin = -6 +16:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:8/0/physics_layer_0/angular_velocity = 0.0 +16:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:8/0 = 0 +17:8/0/texture_origin = Vector2i(0, -6) +17:8/0/y_sort_origin = -6 +17:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:8/0/physics_layer_0/angular_velocity = 0.0 +17:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:8/0 = 0 +18:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:8/0/physics_layer_0/angular_velocity = 0.0 +19:8/0 = 0 +19:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:8/0/physics_layer_0/angular_velocity = 0.0 +20:8/0 = 0 +20:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:8/0/physics_layer_0/angular_velocity = 0.0 +21:8/0 = 0 +21:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:8/0/physics_layer_0/angular_velocity = 0.0 +22:8/0 = 0 +22:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:8/0/physics_layer_0/angular_velocity = 0.0 +23:8/0 = 0 +23:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:8/0/physics_layer_0/angular_velocity = 0.0 +24:8/0 = 0 +24:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:8/0/physics_layer_0/angular_velocity = 0.0 +25:8/0 = 0 +25:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:8/0/physics_layer_0/angular_velocity = 0.0 +26:8/0 = 0 +26:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:8/0/physics_layer_0/angular_velocity = 0.0 +27:8/0 = 0 +27:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:8/0/physics_layer_0/angular_velocity = 0.0 +28:8/0 = 0 +28:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:8/0/physics_layer_0/angular_velocity = 0.0 +29:8/0 = 0 +29:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:8/0/physics_layer_0/angular_velocity = 0.0 +30:8/0 = 0 +30:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:8/0/physics_layer_0/angular_velocity = 0.0 +31:8/0 = 0 +31:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:8/0/physics_layer_0/angular_velocity = 0.0 +32:8/0 = 0 +32:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:8/0/physics_layer_0/angular_velocity = 0.0 +33:8/0 = 0 +33:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:8/0/physics_layer_0/angular_velocity = 0.0 +34:8/0 = 0 +34:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:8/0/physics_layer_0/angular_velocity = 0.0 +35:8/0 = 0 +35:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:8/0/physics_layer_0/angular_velocity = 0.0 +0:9/0 = 0 +0:9/0/texture_origin = Vector2i(0, -6) +0:9/0/y_sort_origin = -6 +0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:9/0/physics_layer_0/angular_velocity = 0.0 +0:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:9/0 = 0 +1:9/0/texture_origin = Vector2i(0, -6) +1:9/0/y_sort_origin = -6 +1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_0/angular_velocity = 0.0 +1:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:9/0 = 0 +2:9/0/texture_origin = Vector2i(0, -6) +2:9/0/y_sort_origin = -6 +2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_0/angular_velocity = 0.0 +2:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:9/0 = 0 +3:9/0/texture_origin = Vector2i(0, -6) +3:9/0/y_sort_origin = -6 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PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:9/0 = 0 +13:9/0/texture_origin = Vector2i(0, -6) +13:9/0/y_sort_origin = -6 +13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:9/0/physics_layer_0/angular_velocity = 0.0 +13:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:9/0 = 0 +14:9/0/texture_origin = Vector2i(0, -6) +14:9/0/y_sort_origin = -6 +14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:9/0/physics_layer_0/angular_velocity = 0.0 +14:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:9/0 = 0 +15:9/0/texture_origin = Vector2i(0, -6) +15:9/0/y_sort_origin = -6 +15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:9/0/physics_layer_0/angular_velocity = 0.0 +15:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:9/0 = 0 +16:9/0/texture_origin = Vector2i(0, -6) +16:9/0/y_sort_origin = -6 +16:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:9/0/physics_layer_0/angular_velocity = 0.0 +16:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:9/0 = 0 +17:9/0/texture_origin = Vector2i(0, -6) +17:9/0/y_sort_origin = -6 +17:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:9/0/physics_layer_0/angular_velocity = 0.0 +17:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:9/0 = 0 +18:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:9/0/physics_layer_0/angular_velocity = 0.0 +19:9/0 = 0 +19:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:9/0/physics_layer_0/angular_velocity = 0.0 +20:9/0 = 0 +20:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 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PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:10/0 = 0 +4:10/0/texture_origin = Vector2i(0, -6) +4:10/0/y_sort_origin = -6 +4:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:10/0/physics_layer_0/angular_velocity = 0.0 +4:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:10/0 = 0 +5:10/0/texture_origin = Vector2i(0, -6) +5:10/0/y_sort_origin = -6 +5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_0/angular_velocity = 0.0 +5:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:10/0 = 0 +6:10/0/texture_origin = Vector2i(0, -6) +6:10/0/y_sort_origin = -6 +6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:10/0/physics_layer_0/angular_velocity = 0.0 +6:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:10/0 = 0 +7:10/0/texture_origin = Vector2i(0, -6) +7:10/0/y_sort_origin = -6 +7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:10/0/physics_layer_0/angular_velocity = 0.0 +7:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:10/0 = 0 +8:10/0/texture_origin = Vector2i(0, -6) +8:10/0/y_sort_origin = -6 +8:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:10/0/physics_layer_0/angular_velocity = 0.0 +8:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:10/0 = 0 +9:10/0/texture_origin = Vector2i(0, -6) +9:10/0/y_sort_origin = -6 +9:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:10/0/physics_layer_0/angular_velocity = 0.0 +9:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:10/0 = 0 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-6) +13:10/0/y_sort_origin = -6 +13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:10/0/physics_layer_0/angular_velocity = 0.0 +13:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:10/0 = 0 +14:10/0/texture_origin = Vector2i(0, -6) +14:10/0/y_sort_origin = -6 +14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:10/0/physics_layer_0/angular_velocity = 0.0 +14:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:10/0 = 0 +15:10/0/texture_origin = Vector2i(0, -6) +15:10/0/y_sort_origin = -6 +15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:10/0/physics_layer_0/angular_velocity = 0.0 +15:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:10/0 = 0 +16:10/0/texture_origin = Vector2i(0, -6) +16:10/0/y_sort_origin = -6 +16:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:10/0/physics_layer_0/angular_velocity = 0.0 +16:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:10/0 = 0 +17:10/0/texture_origin = Vector2i(0, -6) +17:10/0/y_sort_origin = -6 +17:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:10/0/physics_layer_0/angular_velocity = 0.0 +17:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:10/0 = 0 +18:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:10/0/physics_layer_0/angular_velocity = 0.0 +19:10/0 = 0 +19:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:10/0/physics_layer_0/angular_velocity = 0.0 +20:10/0 = 0 +20:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:10/0/physics_layer_0/angular_velocity = 0.0 +21:10/0 = 0 +21:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:10/0/physics_layer_0/angular_velocity = 0.0 +22:10/0 = 0 +22:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:10/0/physics_layer_0/angular_velocity = 0.0 +23:10/0 = 0 +23:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:10/0/physics_layer_0/angular_velocity = 0.0 +24:10/0 = 0 +24:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:10/0/physics_layer_0/angular_velocity = 0.0 +25:10/0 = 0 +25:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:10/0/physics_layer_0/angular_velocity = 0.0 +26:10/0 = 0 +26:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:10/0/physics_layer_0/angular_velocity = 0.0 +27:10/0 = 0 +27:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:10/0/physics_layer_0/angular_velocity = 0.0 +28:10/0 = 0 +28:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:10/0/physics_layer_0/angular_velocity = 0.0 +29:10/0 = 0 +29:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:10/0/physics_layer_0/angular_velocity = 0.0 +30:10/0 = 0 +30:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:10/0/physics_layer_0/angular_velocity = 0.0 +31:10/0 = 0 +31:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:10/0/physics_layer_0/angular_velocity = 0.0 +32:10/0 = 0 +32:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:10/0/physics_layer_0/angular_velocity = 0.0 +33:10/0 = 0 +33:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:10/0/physics_layer_0/angular_velocity = 0.0 +34:10/0 = 0 +34:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:10/0/physics_layer_0/angular_velocity = 0.0 +35:10/0 = 0 +35:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:10/0/physics_layer_0/angular_velocity = 0.0 +0:11/0 = 0 +0:11/0/texture_origin = Vector2i(0, -6) +0:11/0/y_sort_origin = -6 +0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:11/0/physics_layer_0/angular_velocity = 0.0 +0:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:11/0 = 0 +1:11/0/texture_origin = Vector2i(0, -6) +1:11/0/y_sort_origin = -6 +1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:11/0/physics_layer_0/angular_velocity = 0.0 +1:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:11/0 = 0 +2:11/0/texture_origin = Vector2i(0, -6) +2:11/0/y_sort_origin = -6 +2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:11/0/physics_layer_0/angular_velocity = 0.0 +2:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:11/0 = 0 +3:11/0/texture_origin = Vector2i(0, -6) +3:11/0/y_sort_origin = -6 +3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:11/0/physics_layer_0/angular_velocity = 0.0 +3:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:11/0 = 0 +4:11/0/texture_origin = Vector2i(0, -6) +4:11/0/y_sort_origin = -6 +4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:11/0/physics_layer_0/angular_velocity = 0.0 +4:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:11/0 = 0 +5:11/0/texture_origin = Vector2i(0, -6) +5:11/0/y_sort_origin = -6 +5:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:11/0/physics_layer_0/angular_velocity = 0.0 +5:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:11/0 = 0 +6:11/0/texture_origin = Vector2i(0, -6) +6:11/0/y_sort_origin = -6 +6:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:11/0/physics_layer_0/angular_velocity = 0.0 +6:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:11/0 = 0 +7:11/0/texture_origin = Vector2i(0, -6) +7:11/0/y_sort_origin = -6 +7:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:11/0/physics_layer_0/angular_velocity = 0.0 +7:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:11/0 = 0 +8:11/0/texture_origin = Vector2i(0, -6) +8:11/0/y_sort_origin = -6 +8:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:11/0/physics_layer_0/angular_velocity = 0.0 +8:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:11/0 = 0 +9:11/0/texture_origin = Vector2i(0, -6) +9:11/0/y_sort_origin = -6 +9:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:11/0/physics_layer_0/angular_velocity = 0.0 +9:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:11/0 = 0 +10:11/0/texture_origin = Vector2i(0, -6) +10:11/0/y_sort_origin = -6 +10:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:11/0/physics_layer_0/angular_velocity = 0.0 +10:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:11/0 = 0 +11:11/0/texture_origin = Vector2i(0, -6) +11:11/0/y_sort_origin = -6 +11:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:11/0/physics_layer_0/angular_velocity = 0.0 +11:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:11/0 = 0 +12:11/0/texture_origin = Vector2i(0, -6) +12:11/0/y_sort_origin = -6 +12:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:11/0/physics_layer_0/angular_velocity = 0.0 +12:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:11/0 = 0 +13:11/0/texture_origin = Vector2i(0, -6) +13:11/0/y_sort_origin = -6 +13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:11/0/physics_layer_0/angular_velocity = 0.0 +13:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:11/0 = 0 +14:11/0/texture_origin = Vector2i(0, -6) +14:11/0/y_sort_origin = -6 +14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:11/0/physics_layer_0/angular_velocity = 0.0 +14:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:11/0 = 0 +15:11/0/texture_origin = Vector2i(0, -6) +15:11/0/y_sort_origin = -6 +15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:11/0/physics_layer_0/angular_velocity = 0.0 +15:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:11/0 = 0 +16:11/0/texture_origin = Vector2i(0, -6) +16:11/0/y_sort_origin = -6 +16:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:11/0/physics_layer_0/angular_velocity = 0.0 +16:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:11/0 = 0 +17:11/0/texture_origin = Vector2i(0, -6) +17:11/0/y_sort_origin = -6 +17:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:11/0/physics_layer_0/angular_velocity = 0.0 +17:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:11/0 = 0 +18:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:11/0/physics_layer_0/angular_velocity = 0.0 +19:11/0 = 0 +19:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:11/0/physics_layer_0/angular_velocity = 0.0 +20:11/0 = 0 +20:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:11/0/physics_layer_0/angular_velocity = 0.0 +21:11/0 = 0 +21:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:11/0/physics_layer_0/angular_velocity = 0.0 +22:11/0 = 0 +22:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:11/0/physics_layer_0/angular_velocity = 0.0 +23:11/0 = 0 +23:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:11/0/physics_layer_0/angular_velocity = 0.0 +24:11/0 = 0 +24:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:11/0/physics_layer_0/angular_velocity = 0.0 +25:11/0 = 0 +25:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:11/0/physics_layer_0/angular_velocity = 0.0 +26:11/0 = 0 +26:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:11/0/physics_layer_0/angular_velocity = 0.0 +27:11/0 = 0 +27:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:11/0/physics_layer_0/angular_velocity = 0.0 +28:11/0 = 0 +28:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:11/0/physics_layer_0/angular_velocity = 0.0 +29:11/0 = 0 +29:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:11/0/physics_layer_0/angular_velocity = 0.0 +30:11/0 = 0 +30:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:11/0/physics_layer_0/angular_velocity = 0.0 +31:11/0 = 0 +31:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:11/0/physics_layer_0/angular_velocity = 0.0 +32:11/0 = 0 +32:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:11/0/physics_layer_0/angular_velocity = 0.0 +33:11/0 = 0 +33:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:11/0/physics_layer_0/angular_velocity = 0.0 +34:11/0 = 0 +34:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:11/0/physics_layer_0/angular_velocity = 0.0 +35:11/0 = 0 +35:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:11/0/physics_layer_0/angular_velocity = 0.0 +0:12/0 = 0 +0:12/0/texture_origin = Vector2i(0, -6) +0:12/0/y_sort_origin = -6 +0:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:12/0/physics_layer_0/angular_velocity = 0.0 +0:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:12/0 = 0 +1:12/0/texture_origin = Vector2i(0, -6) +1:12/0/y_sort_origin = -6 +1:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:12/0/physics_layer_0/angular_velocity = 0.0 +1:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:12/0 = 0 +2:12/0/texture_origin = Vector2i(0, -6) +2:12/0/y_sort_origin = -6 +2:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:12/0/physics_layer_0/angular_velocity = 0.0 +2:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:12/0 = 0 +3:12/0/texture_origin = Vector2i(0, -6) +3:12/0/y_sort_origin = -6 +3:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:12/0/physics_layer_0/angular_velocity = 0.0 +3:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:12/0 = 0 +4:12/0/texture_origin = Vector2i(0, -6) +4:12/0/y_sort_origin = -6 +4:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:12/0/physics_layer_0/angular_velocity = 0.0 +4:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:12/0 = 0 +5:12/0/texture_origin = Vector2i(0, -6) +5:12/0/y_sort_origin = -6 +5:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:12/0/physics_layer_0/angular_velocity = 0.0 +5:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:12/0 = 0 +6:12/0/texture_origin = Vector2i(0, -6) +6:12/0/y_sort_origin = -6 +6:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:12/0/physics_layer_0/angular_velocity = 0.0 +6:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:12/0 = 0 +7:12/0/texture_origin = Vector2i(0, -6) +7:12/0/y_sort_origin = -6 +7:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:12/0/physics_layer_0/angular_velocity = 0.0 +7:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:12/0 = 0 +8:12/0/texture_origin = Vector2i(0, -6) +8:12/0/y_sort_origin = -6 +8:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:12/0/physics_layer_0/angular_velocity = 0.0 +8:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:12/0 = 0 +9:12/0/texture_origin = Vector2i(0, -6) +9:12/0/y_sort_origin = -6 +9:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:12/0/physics_layer_0/angular_velocity = 0.0 +9:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:12/0 = 0 +10:12/0/texture_origin = Vector2i(0, -6) +10:12/0/y_sort_origin = -6 +10:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:12/0/physics_layer_0/angular_velocity = 0.0 +10:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:12/0 = 0 +11:12/0/texture_origin = Vector2i(0, -6) +11:12/0/y_sort_origin = -6 +11:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:12/0/physics_layer_0/angular_velocity = 0.0 +11:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:12/0 = 0 +12:12/0/texture_origin = Vector2i(0, -6) +12:12/0/y_sort_origin = -6 +12:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:12/0/physics_layer_0/angular_velocity = 0.0 +12:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:12/0 = 0 +13:12/0/texture_origin = Vector2i(0, -6) +13:12/0/y_sort_origin = -6 +13:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:12/0/physics_layer_0/angular_velocity = 0.0 +13:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:12/0 = 0 +14:12/0/texture_origin = Vector2i(0, -6) +14:12/0/y_sort_origin = -6 +14:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:12/0/physics_layer_0/angular_velocity = 0.0 +14:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:12/0 = 0 +15:12/0/texture_origin = Vector2i(0, -6) +15:12/0/y_sort_origin = -6 +15:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:12/0/physics_layer_0/angular_velocity = 0.0 +15:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:12/0 = 0 +16:12/0/texture_origin = Vector2i(0, -6) +16:12/0/y_sort_origin = -6 +16:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:12/0/physics_layer_0/angular_velocity = 0.0 +16:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:12/0 = 0 +17:12/0/texture_origin = Vector2i(0, -6) +17:12/0/y_sort_origin = -6 +17:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:12/0/physics_layer_0/angular_velocity = 0.0 +17:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:12/0 = 0 +18:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:12/0/physics_layer_0/angular_velocity = 0.0 +19:12/0 = 0 +19:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:12/0/physics_layer_0/angular_velocity = 0.0 +20:12/0 = 0 +20:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:12/0/physics_layer_0/angular_velocity = 0.0 +21:12/0 = 0 +21:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:12/0/physics_layer_0/angular_velocity = 0.0 +22:12/0 = 0 +22:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:12/0/physics_layer_0/angular_velocity = 0.0 +23:12/0 = 0 +23:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:12/0/physics_layer_0/angular_velocity = 0.0 +24:12/0 = 0 +24:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:12/0/physics_layer_0/angular_velocity = 0.0 +25:12/0 = 0 +25:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:12/0/physics_layer_0/angular_velocity = 0.0 +26:12/0 = 0 +26:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:12/0/physics_layer_0/angular_velocity = 0.0 +27:12/0 = 0 +27:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:12/0/physics_layer_0/angular_velocity = 0.0 +28:12/0 = 0 +28:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:12/0/physics_layer_0/angular_velocity = 0.0 +29:12/0 = 0 +29:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:12/0/physics_layer_0/angular_velocity = 0.0 +30:12/0 = 0 +30:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:12/0/physics_layer_0/angular_velocity = 0.0 +31:12/0 = 0 +31:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:12/0/physics_layer_0/angular_velocity = 0.0 +32:12/0 = 0 +32:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:12/0/physics_layer_0/angular_velocity = 0.0 +33:12/0 = 0 +33:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:12/0/physics_layer_0/angular_velocity = 0.0 +34:12/0 = 0 +34:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:12/0/physics_layer_0/angular_velocity = 0.0 +35:12/0 = 0 +35:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:12/0/physics_layer_0/angular_velocity = 0.0 +0:13/0 = 0 +0:13/0/texture_origin = Vector2i(0, -6) +0:13/0/y_sort_origin = -6 +0:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:13/0/physics_layer_0/angular_velocity = 0.0 +0:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:13/0 = 0 +1:13/0/texture_origin = Vector2i(0, -6) +1:13/0/y_sort_origin = -6 +1:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:13/0/physics_layer_0/angular_velocity = 0.0 +1:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:13/0 = 0 +2:13/0/texture_origin = Vector2i(0, -6) +2:13/0/y_sort_origin = -6 +2:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:13/0/physics_layer_0/angular_velocity = 0.0 +2:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:13/0 = 0 +3:13/0/texture_origin = Vector2i(0, -6) +3:13/0/y_sort_origin = -6 +3:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:13/0/physics_layer_0/angular_velocity = 0.0 +3:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:13/0 = 0 +4:13/0/texture_origin = Vector2i(0, -6) +4:13/0/y_sort_origin = -6 +4:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:13/0/physics_layer_0/angular_velocity = 0.0 +4:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:13/0 = 0 +5:13/0/texture_origin = Vector2i(0, -6) +5:13/0/y_sort_origin = -6 +5:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:13/0/physics_layer_0/angular_velocity = 0.0 +5:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:13/0 = 0 +6:13/0/texture_origin = Vector2i(0, -6) +6:13/0/y_sort_origin = -6 +6:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:13/0/physics_layer_0/angular_velocity = 0.0 +6:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:13/0 = 0 +7:13/0/texture_origin = Vector2i(0, -6) +7:13/0/y_sort_origin = -6 +7:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:13/0/physics_layer_0/angular_velocity = 0.0 +7:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:13/0 = 0 +8:13/0/texture_origin = Vector2i(0, -6) +8:13/0/y_sort_origin = -6 +8:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:13/0/physics_layer_0/angular_velocity = 0.0 +8:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:13/0 = 0 +9:13/0/texture_origin = Vector2i(0, -6) +9:13/0/y_sort_origin = -6 +9:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:13/0/physics_layer_0/angular_velocity = 0.0 +9:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:13/0 = 0 +10:13/0/texture_origin = Vector2i(0, -6) +10:13/0/y_sort_origin = -6 +10:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:13/0/physics_layer_0/angular_velocity = 0.0 +10:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:13/0 = 0 +11:13/0/texture_origin = Vector2i(0, -6) +11:13/0/y_sort_origin = -6 +11:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:13/0/physics_layer_0/angular_velocity = 0.0 +11:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:13/0 = 0 +12:13/0/texture_origin = Vector2i(0, -6) +12:13/0/y_sort_origin = -6 +12:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:13/0/physics_layer_0/angular_velocity = 0.0 +12:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:13/0 = 0 +13:13/0/texture_origin = Vector2i(0, -6) +13:13/0/y_sort_origin = -6 +13:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:13/0/physics_layer_0/angular_velocity = 0.0 +13:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:13/0 = 0 +14:13/0/texture_origin = Vector2i(0, -6) +14:13/0/y_sort_origin = -6 +14:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:13/0/physics_layer_0/angular_velocity = 0.0 +14:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:13/0 = 0 +15:13/0/texture_origin = Vector2i(0, -6) +15:13/0/y_sort_origin = -6 +15:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:13/0/physics_layer_0/angular_velocity = 0.0 +15:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:13/0 = 0 +16:13/0/texture_origin = Vector2i(0, -6) +16:13/0/y_sort_origin = -6 +16:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:13/0/physics_layer_0/angular_velocity = 0.0 +16:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:13/0 = 0 +17:13/0/texture_origin = Vector2i(0, -6) +17:13/0/y_sort_origin = -6 +17:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:13/0/physics_layer_0/angular_velocity = 0.0 +17:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:13/0 = 0 +18:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:13/0/physics_layer_0/angular_velocity = 0.0 +19:13/0 = 0 +19:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:13/0/physics_layer_0/angular_velocity = 0.0 +20:13/0 = 0 +20:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:13/0/physics_layer_0/angular_velocity = 0.0 +21:13/0 = 0 +21:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:13/0/physics_layer_0/angular_velocity = 0.0 +22:13/0 = 0 +22:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:13/0/physics_layer_0/angular_velocity = 0.0 +23:13/0 = 0 +23:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:13/0/physics_layer_0/angular_velocity = 0.0 +24:13/0 = 0 +24:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:13/0/physics_layer_0/angular_velocity = 0.0 +25:13/0 = 0 +25:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:13/0/physics_layer_0/angular_velocity = 0.0 +26:13/0 = 0 +26:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:13/0/physics_layer_0/angular_velocity = 0.0 +27:13/0 = 0 +27:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:13/0/physics_layer_0/angular_velocity = 0.0 +28:13/0 = 0 +28:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:13/0/physics_layer_0/angular_velocity = 0.0 +29:13/0 = 0 +29:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:13/0/physics_layer_0/angular_velocity = 0.0 +30:13/0 = 0 +30:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:13/0/physics_layer_0/angular_velocity = 0.0 +31:13/0 = 0 +31:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:13/0/physics_layer_0/angular_velocity = 0.0 +32:13/0 = 0 +32:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:13/0/physics_layer_0/angular_velocity = 0.0 +33:13/0 = 0 +33:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:13/0/physics_layer_0/angular_velocity = 0.0 +34:13/0 = 0 +34:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:13/0/physics_layer_0/angular_velocity = 0.0 +35:13/0 = 0 +35:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:13/0/physics_layer_0/angular_velocity = 0.0 +0:14/0 = 0 +0:14/0/texture_origin = Vector2i(0, -6) +0:14/0/y_sort_origin = -6 +0:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:14/0/physics_layer_0/angular_velocity = 0.0 +0:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:14/0 = 0 +1:14/0/texture_origin = Vector2i(0, -6) +1:14/0/y_sort_origin = -6 +1:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:14/0/physics_layer_0/angular_velocity = 0.0 +1:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:14/0 = 0 +2:14/0/texture_origin = Vector2i(0, -6) +2:14/0/y_sort_origin = -6 +2:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:14/0/physics_layer_0/angular_velocity = 0.0 +2:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:14/0 = 0 +3:14/0/texture_origin = Vector2i(0, -6) +3:14/0/y_sort_origin = -6 +3:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:14/0/physics_layer_0/angular_velocity = 0.0 +3:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:14/0 = 0 +4:14/0/texture_origin = Vector2i(0, -6) +4:14/0/y_sort_origin = -6 +4:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:14/0/physics_layer_0/angular_velocity = 0.0 +4:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:14/0 = 0 +5:14/0/texture_origin = Vector2i(0, -6) +5:14/0/y_sort_origin = -6 +5:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:14/0/physics_layer_0/angular_velocity = 0.0 +5:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:14/0 = 0 +6:14/0/texture_origin = Vector2i(0, -6) +6:14/0/y_sort_origin = -6 +6:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:14/0/physics_layer_0/angular_velocity = 0.0 +6:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:14/0 = 0 +7:14/0/texture_origin = Vector2i(0, -6) +7:14/0/y_sort_origin = -6 +7:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:14/0/physics_layer_0/angular_velocity = 0.0 +7:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:14/0 = 0 +8:14/0/texture_origin = Vector2i(0, -6) +8:14/0/y_sort_origin = -6 +8:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:14/0/physics_layer_0/angular_velocity = 0.0 +8:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:14/0 = 0 +9:14/0/texture_origin = Vector2i(0, -6) +9:14/0/y_sort_origin = -6 +9:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:14/0/physics_layer_0/angular_velocity = 0.0 +9:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:14/0 = 0 +10:14/0/texture_origin = Vector2i(0, -6) +10:14/0/y_sort_origin = -6 +10:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:14/0/physics_layer_0/angular_velocity = 0.0 +10:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:14/0 = 0 +11:14/0/texture_origin = Vector2i(0, -6) +11:14/0/y_sort_origin = -6 +11:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:14/0/physics_layer_0/angular_velocity = 0.0 +11:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:14/0 = 0 +12:14/0/texture_origin = Vector2i(0, -6) +12:14/0/y_sort_origin = -6 +12:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:14/0/physics_layer_0/angular_velocity = 0.0 +12:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:14/0 = 0 +13:14/0/texture_origin = Vector2i(0, -6) +13:14/0/y_sort_origin = -6 +13:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:14/0/physics_layer_0/angular_velocity = 0.0 +13:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:14/0 = 0 +14:14/0/texture_origin = Vector2i(0, -6) +14:14/0/y_sort_origin = -6 +14:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:14/0/physics_layer_0/angular_velocity = 0.0 +14:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:14/0 = 0 +15:14/0/texture_origin = Vector2i(0, -6) +15:14/0/y_sort_origin = -6 +15:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:14/0/physics_layer_0/angular_velocity = 0.0 +15:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:14/0 = 0 +16:14/0/texture_origin = Vector2i(0, -6) +16:14/0/y_sort_origin = -6 +16:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:14/0/physics_layer_0/angular_velocity = 0.0 +16:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:14/0 = 0 +17:14/0/texture_origin = Vector2i(0, -6) +17:14/0/y_sort_origin = -6 +17:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:14/0/physics_layer_0/angular_velocity = 0.0 +17:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:14/0 = 0 +18:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:14/0/physics_layer_0/angular_velocity = 0.0 +19:14/0 = 0 +19:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:14/0/physics_layer_0/angular_velocity = 0.0 +20:14/0 = 0 +20:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:14/0/physics_layer_0/angular_velocity = 0.0 +21:14/0 = 0 +21:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:14/0/physics_layer_0/angular_velocity = 0.0 +22:14/0 = 0 +22:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:14/0/physics_layer_0/angular_velocity = 0.0 +23:14/0 = 0 +23:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:14/0/physics_layer_0/angular_velocity = 0.0 +24:14/0 = 0 +24:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:14/0/physics_layer_0/angular_velocity = 0.0 +25:14/0 = 0 +25:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:14/0/physics_layer_0/angular_velocity = 0.0 +26:14/0 = 0 +26:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:14/0/physics_layer_0/angular_velocity = 0.0 +27:14/0 = 0 +27:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:14/0/physics_layer_0/angular_velocity = 0.0 +28:14/0 = 0 +28:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:14/0/physics_layer_0/angular_velocity = 0.0 +29:14/0 = 0 +29:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:14/0/physics_layer_0/angular_velocity = 0.0 +30:14/0 = 0 +30:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:14/0/physics_layer_0/angular_velocity = 0.0 +31:14/0 = 0 +31:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:14/0/physics_layer_0/angular_velocity = 0.0 +32:14/0 = 0 +32:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:14/0/physics_layer_0/angular_velocity = 0.0 +33:14/0 = 0 +33:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:14/0/physics_layer_0/angular_velocity = 0.0 +34:14/0 = 0 +34:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:14/0/physics_layer_0/angular_velocity = 0.0 +35:14/0 = 0 +35:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:14/0/physics_layer_0/angular_velocity = 0.0 +0:15/0 = 0 +0:15/0/texture_origin = Vector2i(0, -6) +0:15/0/y_sort_origin = -6 +0:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:15/0/physics_layer_0/angular_velocity = 0.0 +0:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:15/0 = 0 +1:15/0/texture_origin = Vector2i(0, -6) +1:15/0/y_sort_origin = -6 +1:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:15/0/physics_layer_0/angular_velocity = 0.0 +1:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:15/0 = 0 +2:15/0/texture_origin = Vector2i(0, -6) +2:15/0/y_sort_origin = -6 +2:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:15/0/physics_layer_0/angular_velocity = 0.0 +2:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:15/0 = 0 +3:15/0/texture_origin = Vector2i(0, -6) +3:15/0/y_sort_origin = -6 +3:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:15/0/physics_layer_0/angular_velocity = 0.0 +3:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:15/0 = 0 +4:15/0/texture_origin = Vector2i(0, -6) +4:15/0/y_sort_origin = -6 +4:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:15/0/physics_layer_0/angular_velocity = 0.0 +4:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:15/0 = 0 +5:15/0/texture_origin = Vector2i(0, -6) +5:15/0/y_sort_origin = -6 +5:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:15/0/physics_layer_0/angular_velocity = 0.0 +5:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:15/0 = 0 +6:15/0/texture_origin = Vector2i(0, -6) +6:15/0/y_sort_origin = -6 +6:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:15/0/physics_layer_0/angular_velocity = 0.0 +6:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:15/0 = 0 +7:15/0/texture_origin = Vector2i(0, -6) +7:15/0/y_sort_origin = -6 +7:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:15/0/physics_layer_0/angular_velocity = 0.0 +7:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:15/0 = 0 +8:15/0/texture_origin = Vector2i(0, -6) +8:15/0/y_sort_origin = -6 +8:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:15/0/physics_layer_0/angular_velocity = 0.0 +8:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:15/0 = 0 +9:15/0/texture_origin = Vector2i(0, -6) +9:15/0/y_sort_origin = -6 +9:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:15/0/physics_layer_0/angular_velocity = 0.0 +9:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:15/0 = 0 +10:15/0/texture_origin = Vector2i(0, -6) +10:15/0/y_sort_origin = -6 +10:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:15/0/physics_layer_0/angular_velocity = 0.0 +10:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:15/0 = 0 +11:15/0/texture_origin = Vector2i(0, -6) +11:15/0/y_sort_origin = -6 +11:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:15/0/physics_layer_0/angular_velocity = 0.0 +11:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:15/0 = 0 +12:15/0/texture_origin = Vector2i(0, -6) +12:15/0/y_sort_origin = -6 +12:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:15/0/physics_layer_0/angular_velocity = 0.0 +12:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:15/0 = 0 +13:15/0/texture_origin = Vector2i(0, -6) +13:15/0/y_sort_origin = -6 +13:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:15/0/physics_layer_0/angular_velocity = 0.0 +13:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:15/0 = 0 +14:15/0/texture_origin = Vector2i(0, -6) +14:15/0/y_sort_origin = -6 +14:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:15/0/physics_layer_0/angular_velocity = 0.0 +14:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:15/0 = 0 +15:15/0/texture_origin = Vector2i(0, -6) +15:15/0/y_sort_origin = -6 +15:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:15/0/physics_layer_0/angular_velocity = 0.0 +15:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:15/0 = 0 +16:15/0/texture_origin = Vector2i(0, -6) +16:15/0/y_sort_origin = -6 +16:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:15/0/physics_layer_0/angular_velocity = 0.0 +16:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:15/0 = 0 +17:15/0/texture_origin = Vector2i(0, -6) +17:15/0/y_sort_origin = -6 +17:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:15/0/physics_layer_0/angular_velocity = 0.0 +17:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:15/0 = 0 +18:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:15/0/physics_layer_0/angular_velocity = 0.0 +19:15/0 = 0 +19:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:15/0/physics_layer_0/angular_velocity = 0.0 +20:15/0 = 0 +20:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:15/0/physics_layer_0/angular_velocity = 0.0 +21:15/0 = 0 +21:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:15/0/physics_layer_0/angular_velocity = 0.0 +22:15/0 = 0 +22:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:15/0/physics_layer_0/angular_velocity = 0.0 +23:15/0 = 0 +23:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:15/0/physics_layer_0/angular_velocity = 0.0 +24:15/0 = 0 +24:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:15/0/physics_layer_0/angular_velocity = 0.0 +25:15/0 = 0 +25:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:15/0/physics_layer_0/angular_velocity = 0.0 +26:15/0 = 0 +26:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:15/0/physics_layer_0/angular_velocity = 0.0 +27:15/0 = 0 +27:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:15/0/physics_layer_0/angular_velocity = 0.0 +28:15/0 = 0 +28:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:15/0/physics_layer_0/angular_velocity = 0.0 +29:15/0 = 0 +29:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:15/0/physics_layer_0/angular_velocity = 0.0 +30:15/0 = 0 +30:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:15/0/physics_layer_0/angular_velocity = 0.0 +31:15/0 = 0 +31:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:15/0/physics_layer_0/angular_velocity = 0.0 +32:15/0 = 0 +32:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:15/0/physics_layer_0/angular_velocity = 0.0 +33:15/0 = 0 +33:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:15/0/physics_layer_0/angular_velocity = 0.0 +34:15/0 = 0 +34:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:15/0/physics_layer_0/angular_velocity = 0.0 +35:15/0 = 0 +35:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:15/0/physics_layer_0/angular_velocity = 0.0 +0:16/0 = 0 +0:16/0/texture_origin = Vector2i(0, -6) +0:16/0/y_sort_origin = -6 +0:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:16/0/physics_layer_0/angular_velocity = 0.0 +0:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:16/0 = 0 +1:16/0/texture_origin = Vector2i(0, -6) +1:16/0/y_sort_origin = -6 +1:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:16/0/physics_layer_0/angular_velocity = 0.0 +1:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:16/0 = 0 +2:16/0/texture_origin = Vector2i(0, -6) +2:16/0/y_sort_origin = -6 +2:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:16/0/physics_layer_0/angular_velocity = 0.0 +2:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:16/0 = 0 +3:16/0/texture_origin = Vector2i(0, -6) +3:16/0/y_sort_origin = -6 +3:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:16/0/physics_layer_0/angular_velocity = 0.0 +3:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:16/0 = 0 +4:16/0/texture_origin = Vector2i(0, -6) +4:16/0/y_sort_origin = -6 +4:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:16/0/physics_layer_0/angular_velocity = 0.0 +4:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:16/0 = 0 +5:16/0/texture_origin = Vector2i(0, -6) +5:16/0/y_sort_origin = -6 +5:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:16/0/physics_layer_0/angular_velocity = 0.0 +5:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:16/0 = 0 +6:16/0/texture_origin = Vector2i(0, -6) +6:16/0/y_sort_origin = -6 +6:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:16/0/physics_layer_0/angular_velocity = 0.0 +6:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:16/0 = 0 +7:16/0/texture_origin = Vector2i(0, -6) +7:16/0/y_sort_origin = -6 +7:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:16/0/physics_layer_0/angular_velocity = 0.0 +7:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:16/0 = 0 +8:16/0/texture_origin = Vector2i(0, -6) +8:16/0/y_sort_origin = -6 +8:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:16/0/physics_layer_0/angular_velocity = 0.0 +8:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:16/0 = 0 +9:16/0/texture_origin = Vector2i(0, -6) +9:16/0/y_sort_origin = -6 +9:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:16/0/physics_layer_0/angular_velocity = 0.0 +9:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:16/0 = 0 +10:16/0/texture_origin = Vector2i(0, -6) +10:16/0/y_sort_origin = -6 +10:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:16/0/physics_layer_0/angular_velocity = 0.0 +10:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:16/0 = 0 +11:16/0/texture_origin = Vector2i(0, -6) +11:16/0/y_sort_origin = -6 +11:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:16/0/physics_layer_0/angular_velocity = 0.0 +11:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:16/0 = 0 +12:16/0/texture_origin = Vector2i(0, -6) +12:16/0/y_sort_origin = -6 +12:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:16/0/physics_layer_0/angular_velocity = 0.0 +12:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:16/0 = 0 +13:16/0/texture_origin = Vector2i(0, -6) +13:16/0/y_sort_origin = -6 +13:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:16/0/physics_layer_0/angular_velocity = 0.0 +13:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:16/0 = 0 +14:16/0/texture_origin = Vector2i(0, -6) +14:16/0/y_sort_origin = -6 +14:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:16/0/physics_layer_0/angular_velocity = 0.0 +14:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:16/0 = 0 +15:16/0/texture_origin = Vector2i(0, -6) +15:16/0/y_sort_origin = -6 +15:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:16/0/physics_layer_0/angular_velocity = 0.0 +15:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:16/0 = 0 +16:16/0/texture_origin = Vector2i(0, -6) +16:16/0/y_sort_origin = -6 +16:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:16/0/physics_layer_0/angular_velocity = 0.0 +16:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:16/0 = 0 +17:16/0/texture_origin = Vector2i(0, -6) +17:16/0/y_sort_origin = -6 +17:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:16/0/physics_layer_0/angular_velocity = 0.0 +17:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:16/0 = 0 +18:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:16/0/physics_layer_0/angular_velocity = 0.0 +19:16/0 = 0 +19:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:16/0/physics_layer_0/angular_velocity = 0.0 +20:16/0 = 0 +20:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:16/0/physics_layer_0/angular_velocity = 0.0 +21:16/0 = 0 +21:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:16/0/physics_layer_0/angular_velocity = 0.0 +22:16/0 = 0 +22:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:16/0/physics_layer_0/angular_velocity = 0.0 +23:16/0 = 0 +23:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:16/0/physics_layer_0/angular_velocity = 0.0 +24:16/0 = 0 +24:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:16/0/physics_layer_0/angular_velocity = 0.0 +25:16/0 = 0 +25:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:16/0/physics_layer_0/angular_velocity = 0.0 +26:16/0 = 0 +26:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:16/0/physics_layer_0/angular_velocity = 0.0 +27:16/0 = 0 +27:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:16/0/physics_layer_0/angular_velocity = 0.0 +28:16/0 = 0 +28:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:16/0/physics_layer_0/angular_velocity = 0.0 +29:16/0 = 0 +29:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:16/0/physics_layer_0/angular_velocity = 0.0 +30:16/0 = 0 +30:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:16/0/physics_layer_0/angular_velocity = 0.0 +31:16/0 = 0 +31:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:16/0/physics_layer_0/angular_velocity = 0.0 +32:16/0 = 0 +32:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:16/0/physics_layer_0/angular_velocity = 0.0 +33:16/0 = 0 +33:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:16/0/physics_layer_0/angular_velocity = 0.0 +34:16/0 = 0 +34:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:16/0/physics_layer_0/angular_velocity = 0.0 +35:16/0 = 0 +35:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:16/0/physics_layer_0/angular_velocity = 0.0 +0:17/0 = 0 +0:17/0/texture_origin = Vector2i(0, -6) +0:17/0/y_sort_origin = -6 +0:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:17/0/physics_layer_0/angular_velocity = 0.0 +0:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:17/0 = 0 +1:17/0/texture_origin = Vector2i(0, -6) +1:17/0/y_sort_origin = -6 +1:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:17/0/physics_layer_0/angular_velocity = 0.0 +1:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:17/0 = 0 +2:17/0/texture_origin = Vector2i(0, -6) +2:17/0/y_sort_origin = -6 +2:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:17/0/physics_layer_0/angular_velocity = 0.0 +2:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:17/0 = 0 +3:17/0/texture_origin = Vector2i(0, -6) +3:17/0/y_sort_origin = -6 +3:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:17/0/physics_layer_0/angular_velocity = 0.0 +3:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:17/0 = 0 +4:17/0/texture_origin = Vector2i(0, -6) +4:17/0/y_sort_origin = -6 +4:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:17/0/physics_layer_0/angular_velocity = 0.0 +4:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:17/0 = 0 +5:17/0/texture_origin = Vector2i(0, -6) +5:17/0/y_sort_origin = -6 +5:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:17/0/physics_layer_0/angular_velocity = 0.0 +5:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:17/0 = 0 +6:17/0/texture_origin = Vector2i(0, -6) +6:17/0/y_sort_origin = -6 +6:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:17/0/physics_layer_0/angular_velocity = 0.0 +6:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:17/0 = 0 +7:17/0/texture_origin = Vector2i(0, -6) +7:17/0/y_sort_origin = -6 +7:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:17/0/physics_layer_0/angular_velocity = 0.0 +7:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:17/0 = 0 +8:17/0/texture_origin = Vector2i(0, -6) +8:17/0/y_sort_origin = -6 +8:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:17/0/physics_layer_0/angular_velocity = 0.0 +8:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:17/0 = 0 +9:17/0/texture_origin = Vector2i(0, -6) +9:17/0/y_sort_origin = -6 +9:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:17/0/physics_layer_0/angular_velocity = 0.0 +9:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:17/0 = 0 +10:17/0/texture_origin = Vector2i(0, -6) +10:17/0/y_sort_origin = -6 +10:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:17/0/physics_layer_0/angular_velocity = 0.0 +10:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:17/0 = 0 +11:17/0/texture_origin = Vector2i(0, -6) +11:17/0/y_sort_origin = -6 +11:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:17/0/physics_layer_0/angular_velocity = 0.0 +11:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:17/0 = 0 +12:17/0/texture_origin = Vector2i(0, -6) +12:17/0/y_sort_origin = -6 +12:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:17/0/physics_layer_0/angular_velocity = 0.0 +12:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:17/0 = 0 +13:17/0/texture_origin = Vector2i(0, -6) +13:17/0/y_sort_origin = -6 +13:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:17/0/physics_layer_0/angular_velocity = 0.0 +13:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:17/0 = 0 +14:17/0/texture_origin = Vector2i(0, -6) +14:17/0/y_sort_origin = -6 +14:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:17/0/physics_layer_0/angular_velocity = 0.0 +14:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:17/0 = 0 +15:17/0/texture_origin = Vector2i(0, -6) +15:17/0/y_sort_origin = -6 +15:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:17/0/physics_layer_0/angular_velocity = 0.0 +15:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:17/0 = 0 +16:17/0/texture_origin = Vector2i(0, -6) +16:17/0/y_sort_origin = -6 +16:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:17/0/physics_layer_0/angular_velocity = 0.0 +16:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:17/0 = 0 +17:17/0/texture_origin = Vector2i(0, -6) +17:17/0/y_sort_origin = -6 +17:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:17/0/physics_layer_0/angular_velocity = 0.0 +17:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:17/0 = 0 +18:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:17/0/physics_layer_0/angular_velocity = 0.0 +19:17/0 = 0 +19:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:17/0/physics_layer_0/angular_velocity = 0.0 +20:17/0 = 0 +20:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:17/0/physics_layer_0/angular_velocity = 0.0 +21:17/0 = 0 +21:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:17/0/physics_layer_0/angular_velocity = 0.0 +22:17/0 = 0 +22:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:17/0/physics_layer_0/angular_velocity = 0.0 +23:17/0 = 0 +23:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:17/0/physics_layer_0/angular_velocity = 0.0 +24:17/0 = 0 +24:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:17/0/physics_layer_0/angular_velocity = 0.0 +25:17/0 = 0 +25:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:17/0/physics_layer_0/angular_velocity = 0.0 +26:17/0 = 0 +26:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:17/0/physics_layer_0/angular_velocity = 0.0 +27:17/0 = 0 +27:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:17/0/physics_layer_0/angular_velocity = 0.0 +28:17/0 = 0 +28:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:17/0/physics_layer_0/angular_velocity = 0.0 +29:17/0 = 0 +29:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:17/0/physics_layer_0/angular_velocity = 0.0 +30:17/0 = 0 +30:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:17/0/physics_layer_0/angular_velocity = 0.0 +31:17/0 = 0 +31:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:17/0/physics_layer_0/angular_velocity = 0.0 +32:17/0 = 0 +32:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:17/0/physics_layer_0/angular_velocity = 0.0 +33:17/0 = 0 +33:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:17/0/physics_layer_0/angular_velocity = 0.0 +34:17/0 = 0 +34:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:17/0/physics_layer_0/angular_velocity = 0.0 +35:17/0 = 0 +35:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:17/0/physics_layer_0/angular_velocity = 0.0 +0:18/0 = 0 +0:18/0/texture_origin = Vector2i(0, -6) +0:18/0/y_sort_origin = -6 +0:18/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:18/0/physics_layer_0/angular_velocity = 0.0 +0:18/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:18/0 = 0 +1:18/0/texture_origin = Vector2i(0, -6) +1:18/0/y_sort_origin = -6 +1:18/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:18/0/physics_layer_0/angular_velocity = 0.0 +1:18/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 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11.1369, 12.3744, 12, 0, 0, -6) +2:20/0 = 0 +2:20/0/texture_origin = Vector2i(0, -6) +2:20/0/y_sort_origin = -6 +2:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:20/0/physics_layer_0/angular_velocity = 0.0 +2:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:20/0 = 0 +3:20/0/texture_origin = Vector2i(0, -6) +3:20/0/y_sort_origin = -6 +3:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:20/0/physics_layer_0/angular_velocity = 0.0 +3:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:20/0 = 0 +4:20/0/texture_origin = Vector2i(0, -6) +4:20/0/y_sort_origin = -6 +4:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:20/0/physics_layer_0/angular_velocity = 0.0 +4:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:20/0 = 0 +5:20/0/texture_origin = Vector2i(0, -6) +5:20/0/y_sort_origin = -6 +5:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:20/0/physics_layer_0/angular_velocity = 0.0 +5:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:20/0 = 0 +6:20/0/texture_origin = Vector2i(0, -6) +6:20/0/y_sort_origin = -6 +6:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:20/0/physics_layer_0/angular_velocity = 0.0 +6:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:20/0 = 0 +7:20/0/texture_origin = Vector2i(0, -6) +7:20/0/y_sort_origin = -6 +7:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:20/0/physics_layer_0/angular_velocity = 0.0 +7:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:20/0 = 0 +8:20/0/texture_origin = Vector2i(0, -6) +8:20/0/y_sort_origin = -6 +8:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:20/0/physics_layer_0/angular_velocity = 0.0 +8:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:20/0 = 0 +9:20/0/texture_origin = Vector2i(0, -6) +9:20/0/y_sort_origin = -6 +9:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:20/0/physics_layer_0/angular_velocity = 0.0 +9:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:20/0 = 0 +10:20/0/texture_origin = Vector2i(0, -6) +10:20/0/y_sort_origin = -6 +10:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:20/0/physics_layer_0/angular_velocity = 0.0 +10:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:20/0 = 0 +11:20/0/texture_origin = Vector2i(0, -6) +11:20/0/y_sort_origin = -6 +11:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:20/0/physics_layer_0/angular_velocity = 0.0 +11:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:20/0 = 0 +12:20/0/texture_origin = Vector2i(0, -6) +12:20/0/y_sort_origin = -6 +12:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:20/0/physics_layer_0/angular_velocity = 0.0 +12:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:20/0 = 0 +13:20/0/texture_origin = Vector2i(0, -6) +13:20/0/y_sort_origin = -6 +13:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:20/0/physics_layer_0/angular_velocity = 0.0 +13:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:20/0 = 0 +14:20/0/texture_origin = Vector2i(0, -6) +14:20/0/y_sort_origin = -6 +14:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:20/0/physics_layer_0/angular_velocity = 0.0 +14:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:20/0 = 0 +15:20/0/texture_origin = Vector2i(0, -6) +15:20/0/y_sort_origin = -6 +15:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:20/0/physics_layer_0/angular_velocity = 0.0 +15:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:20/0 = 0 +16:20/0/texture_origin = Vector2i(0, -6) +16:20/0/y_sort_origin = -6 +16:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:20/0/physics_layer_0/angular_velocity = 0.0 +16:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:20/0 = 0 +17:20/0/texture_origin = Vector2i(0, -6) +17:20/0/y_sort_origin = -6 +17:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:20/0/physics_layer_0/angular_velocity = 0.0 +17:20/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:20/0 = 0 +18:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:20/0/physics_layer_0/angular_velocity = 0.0 +19:20/0 = 0 +19:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:20/0/physics_layer_0/angular_velocity = 0.0 +20:20/0 = 0 +20:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:20/0/physics_layer_0/angular_velocity = 0.0 +21:20/0 = 0 +21:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:20/0/physics_layer_0/angular_velocity = 0.0 +22:20/0 = 0 +22:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:20/0/physics_layer_0/angular_velocity = 0.0 +23:20/0 = 0 +23:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:20/0/physics_layer_0/angular_velocity = 0.0 +24:20/0 = 0 +24:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:20/0/physics_layer_0/angular_velocity = 0.0 +25:20/0 = 0 +25:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:20/0/physics_layer_0/angular_velocity = 0.0 +26:20/0 = 0 +26:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:20/0/physics_layer_0/angular_velocity = 0.0 +27:20/0 = 0 +27:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:20/0/physics_layer_0/angular_velocity = 0.0 +28:20/0 = 0 +28:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:20/0/physics_layer_0/angular_velocity = 0.0 +29:20/0 = 0 +29:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:20/0/physics_layer_0/angular_velocity = 0.0 +30:20/0 = 0 +30:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:20/0/physics_layer_0/angular_velocity = 0.0 +31:20/0 = 0 +31:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:20/0/physics_layer_0/angular_velocity = 0.0 +32:20/0 = 0 +32:20/0/physics_layer_0/linear_velocity = Vector2(0, 0) 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11.1369, 12.3744, 12, 0, 0, -6) +2:21/0 = 0 +2:21/0/texture_origin = Vector2i(0, -6) +2:21/0/y_sort_origin = -6 +2:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:21/0/physics_layer_0/angular_velocity = 0.0 +2:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:21/0 = 0 +3:21/0/texture_origin = Vector2i(0, -6) +3:21/0/y_sort_origin = -6 +3:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:21/0/physics_layer_0/angular_velocity = 0.0 +3:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:21/0 = 0 +4:21/0/texture_origin = Vector2i(0, -6) +4:21/0/y_sort_origin = -6 +4:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:21/0/physics_layer_0/angular_velocity = 0.0 +4:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:21/0 = 0 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+8:21/0/y_sort_origin = -6 +8:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:21/0/physics_layer_0/angular_velocity = 0.0 +8:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:21/0 = 0 +9:21/0/texture_origin = Vector2i(0, -6) +9:21/0/y_sort_origin = -6 +9:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:21/0/physics_layer_0/angular_velocity = 0.0 +9:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:21/0 = 0 +10:21/0/texture_origin = Vector2i(0, -6) +10:21/0/y_sort_origin = -6 +10:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:21/0/physics_layer_0/angular_velocity = 0.0 +10:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:21/0 = 0 +11:21/0/texture_origin = Vector2i(0, -6) +11:21/0/y_sort_origin = -6 +11:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:21/0/physics_layer_0/angular_velocity = 0.0 +11:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:21/0 = 0 +12:21/0/texture_origin = Vector2i(0, -6) +12:21/0/y_sort_origin = -6 +12:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:21/0/physics_layer_0/angular_velocity = 0.0 +12:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:21/0 = 0 +13:21/0/texture_origin = Vector2i(0, -6) +13:21/0/y_sort_origin = -6 +13:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:21/0/physics_layer_0/angular_velocity = 0.0 +13:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:21/0 = 0 +14:21/0/texture_origin = Vector2i(0, -6) +14:21/0/y_sort_origin = -6 +14:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:21/0/physics_layer_0/angular_velocity = 0.0 +14:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:21/0 = 0 +15:21/0/texture_origin = Vector2i(0, -6) +15:21/0/y_sort_origin = -6 +15:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:21/0/physics_layer_0/angular_velocity = 0.0 +15:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:21/0 = 0 +16:21/0/texture_origin = Vector2i(0, -6) +16:21/0/y_sort_origin = -6 +16:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:21/0/physics_layer_0/angular_velocity = 0.0 +16:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:21/0 = 0 +17:21/0/texture_origin = Vector2i(0, -6) +17:21/0/y_sort_origin = -6 +17:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:21/0/physics_layer_0/angular_velocity = 0.0 +17:21/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:21/0 = 0 +18:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:21/0/physics_layer_0/angular_velocity = 0.0 +19:21/0 = 0 +19:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:21/0/physics_layer_0/angular_velocity = 0.0 +20:21/0 = 0 +20:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:21/0/physics_layer_0/angular_velocity = 0.0 +21:21/0 = 0 +21:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:21/0/physics_layer_0/angular_velocity = 0.0 +22:21/0 = 0 +22:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:21/0/physics_layer_0/angular_velocity = 0.0 +23:21/0 = 0 +23:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:21/0/physics_layer_0/angular_velocity = 0.0 +24:21/0 = 0 +24:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:21/0/physics_layer_0/angular_velocity = 0.0 +25:21/0 = 0 +25:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:21/0/physics_layer_0/angular_velocity = 0.0 +26:21/0 = 0 +26:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:21/0/physics_layer_0/angular_velocity = 0.0 +27:21/0 = 0 +27:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:21/0/physics_layer_0/angular_velocity = 0.0 +28:21/0 = 0 +28:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:21/0/physics_layer_0/angular_velocity = 0.0 +29:21/0 = 0 +29:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:21/0/physics_layer_0/angular_velocity = 0.0 +30:21/0 = 0 +30:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:21/0/physics_layer_0/angular_velocity = 0.0 +31:21/0 = 0 +31:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:21/0/physics_layer_0/angular_velocity = 0.0 +32:21/0 = 0 +32:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:21/0/physics_layer_0/angular_velocity = 0.0 +33:21/0 = 0 +33:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:21/0/physics_layer_0/angular_velocity = 0.0 +34:21/0 = 0 +34:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:21/0/physics_layer_0/angular_velocity = 0.0 +35:21/0 = 0 +35:21/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:21/0/physics_layer_0/angular_velocity = 0.0 +0:22/0 = 0 +0:22/0/texture_origin = Vector2i(0, -6) +0:22/0/y_sort_origin = -6 +0:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:22/0/physics_layer_0/angular_velocity = 0.0 +0:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:22/0 = 0 +1:22/0/texture_origin = Vector2i(0, -6) +1:22/0/y_sort_origin = -6 +1:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:22/0/physics_layer_0/angular_velocity = 0.0 +1:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:22/0 = 0 +2:22/0/texture_origin = Vector2i(0, -6) +2:22/0/y_sort_origin = -6 +2:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:22/0/physics_layer_0/angular_velocity = 0.0 +2:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:22/0 = 0 +3:22/0/texture_origin = Vector2i(0, -6) +3:22/0/y_sort_origin = -6 +3:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:22/0/physics_layer_0/angular_velocity = 0.0 +3:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:22/0 = 0 +4:22/0/texture_origin = Vector2i(0, -6) +4:22/0/y_sort_origin = -6 +4:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:22/0/physics_layer_0/angular_velocity = 0.0 +4:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:22/0 = 0 +5:22/0/texture_origin = Vector2i(0, -6) +5:22/0/y_sort_origin = -6 +5:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:22/0/physics_layer_0/angular_velocity = 0.0 +5:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:22/0 = 0 +6:22/0/texture_origin = Vector2i(0, -6) +6:22/0/y_sort_origin = -6 +6:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:22/0/physics_layer_0/angular_velocity = 0.0 +6:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:22/0 = 0 +7:22/0/texture_origin = Vector2i(0, -6) +7:22/0/y_sort_origin = -6 +7:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:22/0/physics_layer_0/angular_velocity = 0.0 +7:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:22/0 = 0 +8:22/0/texture_origin = Vector2i(0, -6) +8:22/0/y_sort_origin = -6 +8:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:22/0/physics_layer_0/angular_velocity = 0.0 +8:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:22/0 = 0 +9:22/0/texture_origin = Vector2i(0, -6) +9:22/0/y_sort_origin = -6 +9:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:22/0/physics_layer_0/angular_velocity = 0.0 +9:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:22/0 = 0 +10:22/0/texture_origin = Vector2i(0, -6) +10:22/0/y_sort_origin = -6 +10:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:22/0/physics_layer_0/angular_velocity = 0.0 +10:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:22/0 = 0 +11:22/0/texture_origin = Vector2i(0, -6) +11:22/0/y_sort_origin = -6 +11:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:22/0/physics_layer_0/angular_velocity = 0.0 +11:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:22/0 = 0 +12:22/0/texture_origin = Vector2i(0, -6) +12:22/0/y_sort_origin = -6 +12:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:22/0/physics_layer_0/angular_velocity = 0.0 +12:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:22/0 = 0 +13:22/0/texture_origin = Vector2i(0, -6) +13:22/0/y_sort_origin = -6 +13:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:22/0/physics_layer_0/angular_velocity = 0.0 +13:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:22/0 = 0 +14:22/0/texture_origin = Vector2i(0, -6) +14:22/0/y_sort_origin = -6 +14:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:22/0/physics_layer_0/angular_velocity = 0.0 +14:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:22/0 = 0 +15:22/0/texture_origin = Vector2i(0, -6) +15:22/0/y_sort_origin = -6 +15:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:22/0/physics_layer_0/angular_velocity = 0.0 +15:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:22/0 = 0 +16:22/0/texture_origin = Vector2i(0, -6) +16:22/0/y_sort_origin = -6 +16:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:22/0/physics_layer_0/angular_velocity = 0.0 +16:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:22/0 = 0 +17:22/0/texture_origin = Vector2i(0, -6) +17:22/0/y_sort_origin = -6 +17:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:22/0/physics_layer_0/angular_velocity = 0.0 +17:22/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:22/0 = 0 +18:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:22/0/physics_layer_0/angular_velocity = 0.0 +19:22/0 = 0 +19:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:22/0/physics_layer_0/angular_velocity = 0.0 +20:22/0 = 0 +20:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:22/0/physics_layer_0/angular_velocity = 0.0 +21:22/0 = 0 +21:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:22/0/physics_layer_0/angular_velocity = 0.0 +22:22/0 = 0 +22:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:22/0/physics_layer_0/angular_velocity = 0.0 +23:22/0 = 0 +23:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:22/0/physics_layer_0/angular_velocity = 0.0 +24:22/0 = 0 +24:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:22/0/physics_layer_0/angular_velocity = 0.0 +25:22/0 = 0 +25:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:22/0/physics_layer_0/angular_velocity = 0.0 +26:22/0 = 0 +26:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:22/0/physics_layer_0/angular_velocity = 0.0 +27:22/0 = 0 +27:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:22/0/physics_layer_0/angular_velocity = 0.0 +28:22/0 = 0 +28:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:22/0/physics_layer_0/angular_velocity = 0.0 +29:22/0 = 0 +29:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:22/0/physics_layer_0/angular_velocity = 0.0 +30:22/0 = 0 +30:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:22/0/physics_layer_0/angular_velocity = 0.0 +31:22/0 = 0 +31:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:22/0/physics_layer_0/angular_velocity = 0.0 +32:22/0 = 0 +32:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:22/0/physics_layer_0/angular_velocity = 0.0 +33:22/0 = 0 +33:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:22/0/physics_layer_0/angular_velocity = 0.0 +34:22/0 = 0 +34:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:22/0/physics_layer_0/angular_velocity = 0.0 +35:22/0 = 0 +35:22/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:22/0/physics_layer_0/angular_velocity = 0.0 +0:23/0 = 0 +0:23/0/texture_origin = Vector2i(0, -6) +0:23/0/y_sort_origin = -6 +0:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:23/0/physics_layer_0/angular_velocity = 0.0 +0:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:23/0 = 0 +1:23/0/texture_origin = Vector2i(0, -6) +1:23/0/y_sort_origin = -6 +1:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:23/0/physics_layer_0/angular_velocity = 0.0 +1:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:23/0 = 0 +2:23/0/texture_origin = Vector2i(0, -6) +2:23/0/y_sort_origin = -6 +2:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:23/0/physics_layer_0/angular_velocity = 0.0 +2:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:23/0 = 0 +3:23/0/texture_origin = Vector2i(0, -6) +3:23/0/y_sort_origin = -6 +3:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:23/0/physics_layer_0/angular_velocity = 0.0 +3:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:23/0 = 0 +4:23/0/texture_origin = Vector2i(0, -6) +4:23/0/y_sort_origin = -6 +4:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:23/0/physics_layer_0/angular_velocity = 0.0 +4:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:23/0 = 0 +5:23/0/texture_origin = Vector2i(0, -6) +5:23/0/y_sort_origin = -6 +5:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:23/0/physics_layer_0/angular_velocity = 0.0 +5:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:23/0 = 0 +6:23/0/texture_origin = Vector2i(0, -6) +6:23/0/y_sort_origin = -6 +6:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:23/0/physics_layer_0/angular_velocity = 0.0 +6:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:23/0 = 0 +7:23/0/texture_origin = Vector2i(0, -6) +7:23/0/y_sort_origin = -6 +7:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:23/0/physics_layer_0/angular_velocity = 0.0 +7:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:23/0 = 0 +8:23/0/texture_origin = Vector2i(0, -6) +8:23/0/y_sort_origin = -6 +8:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:23/0/physics_layer_0/angular_velocity = 0.0 +8:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:23/0 = 0 +9:23/0/texture_origin = Vector2i(0, -6) +9:23/0/y_sort_origin = -6 +9:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:23/0/physics_layer_0/angular_velocity = 0.0 +9:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:23/0 = 0 +10:23/0/texture_origin = Vector2i(0, -6) +10:23/0/y_sort_origin = -6 +10:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:23/0/physics_layer_0/angular_velocity = 0.0 +10:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:23/0 = 0 +11:23/0/texture_origin = Vector2i(0, -6) +11:23/0/y_sort_origin = -6 +11:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:23/0/physics_layer_0/angular_velocity = 0.0 +11:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:23/0 = 0 +12:23/0/texture_origin = Vector2i(0, -6) +12:23/0/y_sort_origin = -6 +12:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:23/0/physics_layer_0/angular_velocity = 0.0 +12:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:23/0 = 0 +13:23/0/texture_origin = Vector2i(0, -6) +13:23/0/y_sort_origin = -6 +13:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:23/0/physics_layer_0/angular_velocity = 0.0 +13:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:23/0 = 0 +14:23/0/texture_origin = Vector2i(0, -6) +14:23/0/y_sort_origin = -6 +14:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:23/0/physics_layer_0/angular_velocity = 0.0 +14:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:23/0 = 0 +15:23/0/texture_origin = Vector2i(0, -6) +15:23/0/y_sort_origin = -6 +15:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:23/0/physics_layer_0/angular_velocity = 0.0 +15:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:23/0 = 0 +16:23/0/texture_origin = Vector2i(0, -6) +16:23/0/y_sort_origin = -6 +16:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:23/0/physics_layer_0/angular_velocity = 0.0 +16:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:23/0 = 0 +17:23/0/texture_origin = Vector2i(0, -6) +17:23/0/y_sort_origin = -6 +17:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:23/0/physics_layer_0/angular_velocity = 0.0 +17:23/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:23/0 = 0 +18:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:23/0/physics_layer_0/angular_velocity = 0.0 +19:23/0 = 0 +19:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:23/0/physics_layer_0/angular_velocity = 0.0 +20:23/0 = 0 +20:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:23/0/physics_layer_0/angular_velocity = 0.0 +21:23/0 = 0 +21:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:23/0/physics_layer_0/angular_velocity = 0.0 +22:23/0 = 0 +22:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:23/0/physics_layer_0/angular_velocity = 0.0 +23:23/0 = 0 +23:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:23/0/physics_layer_0/angular_velocity = 0.0 +24:23/0 = 0 +24:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:23/0/physics_layer_0/angular_velocity = 0.0 +25:23/0 = 0 +25:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:23/0/physics_layer_0/angular_velocity = 0.0 +26:23/0 = 0 +26:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:23/0/physics_layer_0/angular_velocity = 0.0 +27:23/0 = 0 +27:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:23/0/physics_layer_0/angular_velocity = 0.0 +28:23/0 = 0 +28:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:23/0/physics_layer_0/angular_velocity = 0.0 +29:23/0 = 0 +29:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:23/0/physics_layer_0/angular_velocity = 0.0 +30:23/0 = 0 +30:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:23/0/physics_layer_0/angular_velocity = 0.0 +31:23/0 = 0 +31:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:23/0/physics_layer_0/angular_velocity = 0.0 +32:23/0 = 0 +32:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:23/0/physics_layer_0/angular_velocity = 0.0 +33:23/0 = 0 +33:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:23/0/physics_layer_0/angular_velocity = 0.0 +34:23/0 = 0 +34:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:23/0/physics_layer_0/angular_velocity = 0.0 +35:23/0 = 0 +35:23/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:23/0/physics_layer_0/angular_velocity = 0.0 +0:24/0 = 0 +0:24/0/texture_origin = Vector2i(0, -6) +0:24/0/y_sort_origin = -6 +0:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:24/0/physics_layer_0/angular_velocity = 0.0 +0:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:24/0 = 0 +1:24/0/texture_origin = Vector2i(0, -6) +1:24/0/y_sort_origin = -6 +1:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:24/0/physics_layer_0/angular_velocity = 0.0 +1:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:24/0 = 0 +2:24/0/texture_origin = Vector2i(0, -6) +2:24/0/y_sort_origin = -6 +2:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:24/0/physics_layer_0/angular_velocity = 0.0 +2:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:24/0 = 0 +3:24/0/texture_origin = Vector2i(0, -6) +3:24/0/y_sort_origin = -6 +3:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:24/0/physics_layer_0/angular_velocity = 0.0 +3:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:24/0 = 0 +4:24/0/texture_origin = Vector2i(0, -6) +4:24/0/y_sort_origin = -6 +4:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:24/0/physics_layer_0/angular_velocity = 0.0 +4:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:24/0 = 0 +5:24/0/texture_origin = Vector2i(0, -6) +5:24/0/y_sort_origin = -6 +5:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:24/0/physics_layer_0/angular_velocity = 0.0 +5:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:24/0 = 0 +6:24/0/texture_origin = Vector2i(0, -6) +6:24/0/y_sort_origin = -6 +6:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:24/0/physics_layer_0/angular_velocity = 0.0 +6:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:24/0 = 0 +7:24/0/texture_origin = Vector2i(0, -6) +7:24/0/y_sort_origin = -6 +7:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:24/0/physics_layer_0/angular_velocity = 0.0 +7:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:24/0 = 0 +8:24/0/texture_origin = Vector2i(0, -6) +8:24/0/y_sort_origin = -6 +8:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:24/0/physics_layer_0/angular_velocity = 0.0 +8:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:24/0 = 0 +9:24/0/texture_origin = Vector2i(0, -6) +9:24/0/y_sort_origin = -6 +9:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:24/0/physics_layer_0/angular_velocity = 0.0 +9:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:24/0 = 0 +10:24/0/texture_origin = Vector2i(0, -6) +10:24/0/y_sort_origin = -6 +10:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:24/0/physics_layer_0/angular_velocity = 0.0 +10:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:24/0 = 0 +11:24/0/texture_origin = Vector2i(0, -6) +11:24/0/y_sort_origin = -6 +11:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:24/0/physics_layer_0/angular_velocity = 0.0 +11:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:24/0 = 0 +12:24/0/texture_origin = Vector2i(0, -6) +12:24/0/y_sort_origin = -6 +12:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:24/0/physics_layer_0/angular_velocity = 0.0 +12:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:24/0 = 0 +13:24/0/texture_origin = Vector2i(0, -6) +13:24/0/y_sort_origin = -6 +13:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:24/0/physics_layer_0/angular_velocity = 0.0 +13:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:24/0 = 0 +14:24/0/texture_origin = Vector2i(0, -6) +14:24/0/y_sort_origin = -6 +14:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:24/0/physics_layer_0/angular_velocity = 0.0 +14:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:24/0 = 0 +15:24/0/texture_origin = Vector2i(0, -6) +15:24/0/y_sort_origin = -6 +15:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:24/0/physics_layer_0/angular_velocity = 0.0 +15:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:24/0 = 0 +16:24/0/texture_origin = Vector2i(0, -6) +16:24/0/y_sort_origin = -6 +16:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:24/0/physics_layer_0/angular_velocity = 0.0 +16:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:24/0 = 0 +17:24/0/texture_origin = Vector2i(0, -6) +17:24/0/y_sort_origin = -6 +17:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:24/0/physics_layer_0/angular_velocity = 0.0 +17:24/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:24/0 = 0 +18:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:24/0/physics_layer_0/angular_velocity = 0.0 +19:24/0 = 0 +19:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:24/0/physics_layer_0/angular_velocity = 0.0 +20:24/0 = 0 +20:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:24/0/physics_layer_0/angular_velocity = 0.0 +21:24/0 = 0 +21:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:24/0/physics_layer_0/angular_velocity = 0.0 +22:24/0 = 0 +22:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:24/0/physics_layer_0/angular_velocity = 0.0 +23:24/0 = 0 +23:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:24/0/physics_layer_0/angular_velocity = 0.0 +24:24/0 = 0 +24:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:24/0/physics_layer_0/angular_velocity = 0.0 +25:24/0 = 0 +25:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:24/0/physics_layer_0/angular_velocity = 0.0 +26:24/0 = 0 +26:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:24/0/physics_layer_0/angular_velocity = 0.0 +27:24/0 = 0 +27:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:24/0/physics_layer_0/angular_velocity = 0.0 +28:24/0 = 0 +28:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:24/0/physics_layer_0/angular_velocity = 0.0 +29:24/0 = 0 +29:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:24/0/physics_layer_0/angular_velocity = 0.0 +30:24/0 = 0 +30:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:24/0/physics_layer_0/angular_velocity = 0.0 +31:24/0 = 0 +31:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:24/0/physics_layer_0/angular_velocity = 0.0 +32:24/0 = 0 +32:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:24/0/physics_layer_0/angular_velocity = 0.0 +33:24/0 = 0 +33:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:24/0/physics_layer_0/angular_velocity = 0.0 +34:24/0 = 0 +34:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:24/0/physics_layer_0/angular_velocity = 0.0 +35:24/0 = 0 +35:24/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:24/0/physics_layer_0/angular_velocity = 0.0 +0:25/0 = 0 +0:25/0/texture_origin = Vector2i(0, -6) +0:25/0/y_sort_origin = -6 +0:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:25/0/physics_layer_0/angular_velocity = 0.0 +0:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:25/0 = 0 +1:25/0/texture_origin = Vector2i(0, -6) +1:25/0/y_sort_origin = -6 +1:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:25/0/physics_layer_0/angular_velocity = 0.0 +1:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:25/0 = 0 +2:25/0/texture_origin = Vector2i(0, -6) +2:25/0/y_sort_origin = -6 +2:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:25/0/physics_layer_0/angular_velocity = 0.0 +2:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:25/0 = 0 +3:25/0/texture_origin = Vector2i(0, -6) +3:25/0/y_sort_origin = -6 +3:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:25/0/physics_layer_0/angular_velocity = 0.0 +3:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:25/0 = 0 +4:25/0/texture_origin = Vector2i(0, -6) +4:25/0/y_sort_origin = -6 +4:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:25/0/physics_layer_0/angular_velocity = 0.0 +4:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:25/0 = 0 +5:25/0/texture_origin = Vector2i(0, -6) +5:25/0/y_sort_origin = -6 +5:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:25/0/physics_layer_0/angular_velocity = 0.0 +5:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:25/0 = 0 +6:25/0/texture_origin = Vector2i(0, -6) +6:25/0/y_sort_origin = -6 +6:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:25/0/physics_layer_0/angular_velocity = 0.0 +6:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:25/0 = 0 +7:25/0/texture_origin = Vector2i(0, -6) +7:25/0/y_sort_origin = -6 +7:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:25/0/physics_layer_0/angular_velocity = 0.0 +7:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:25/0 = 0 +8:25/0/texture_origin = Vector2i(0, -6) +8:25/0/y_sort_origin = -6 +8:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:25/0/physics_layer_0/angular_velocity = 0.0 +8:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:25/0 = 0 +9:25/0/texture_origin = Vector2i(0, -6) +9:25/0/y_sort_origin = -6 +9:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:25/0/physics_layer_0/angular_velocity = 0.0 +9:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:25/0 = 0 +10:25/0/texture_origin = Vector2i(0, -6) +10:25/0/y_sort_origin = -6 +10:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:25/0/physics_layer_0/angular_velocity = 0.0 +10:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:25/0 = 0 +11:25/0/texture_origin = Vector2i(0, -6) +11:25/0/y_sort_origin = -6 +11:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:25/0/physics_layer_0/angular_velocity = 0.0 +11:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:25/0 = 0 +12:25/0/texture_origin = Vector2i(0, -6) +12:25/0/y_sort_origin = -6 +12:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:25/0/physics_layer_0/angular_velocity = 0.0 +12:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:25/0 = 0 +13:25/0/texture_origin = Vector2i(0, -6) +13:25/0/y_sort_origin = -6 +13:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:25/0/physics_layer_0/angular_velocity = 0.0 +13:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:25/0 = 0 +14:25/0/texture_origin = Vector2i(0, -6) +14:25/0/y_sort_origin = -6 +14:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:25/0/physics_layer_0/angular_velocity = 0.0 +14:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:25/0 = 0 +15:25/0/texture_origin = Vector2i(0, -6) +15:25/0/y_sort_origin = -6 +15:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:25/0/physics_layer_0/angular_velocity = 0.0 +15:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:25/0 = 0 +16:25/0/texture_origin = Vector2i(0, -6) +16:25/0/y_sort_origin = -6 +16:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:25/0/physics_layer_0/angular_velocity = 0.0 +16:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:25/0 = 0 +17:25/0/texture_origin = Vector2i(0, -6) +17:25/0/y_sort_origin = -6 +17:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:25/0/physics_layer_0/angular_velocity = 0.0 +17:25/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:25/0 = 0 +18:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:25/0/physics_layer_0/angular_velocity = 0.0 +19:25/0 = 0 +19:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:25/0/physics_layer_0/angular_velocity = 0.0 +20:25/0 = 0 +20:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:25/0/physics_layer_0/angular_velocity = 0.0 +21:25/0 = 0 +21:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:25/0/physics_layer_0/angular_velocity = 0.0 +22:25/0 = 0 +22:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:25/0/physics_layer_0/angular_velocity = 0.0 +23:25/0 = 0 +23:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:25/0/physics_layer_0/angular_velocity = 0.0 +24:25/0 = 0 +24:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:25/0/physics_layer_0/angular_velocity = 0.0 +25:25/0 = 0 +25:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:25/0/physics_layer_0/angular_velocity = 0.0 +26:25/0 = 0 +26:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:25/0/physics_layer_0/angular_velocity = 0.0 +27:25/0 = 0 +27:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:25/0/physics_layer_0/angular_velocity = 0.0 +28:25/0 = 0 +28:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:25/0/physics_layer_0/angular_velocity = 0.0 +29:25/0 = 0 +29:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:25/0/physics_layer_0/angular_velocity = 0.0 +30:25/0 = 0 +30:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:25/0/physics_layer_0/angular_velocity = 0.0 +31:25/0 = 0 +31:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:25/0/physics_layer_0/angular_velocity = 0.0 +32:25/0 = 0 +32:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:25/0/physics_layer_0/angular_velocity = 0.0 +33:25/0 = 0 +33:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:25/0/physics_layer_0/angular_velocity = 0.0 +34:25/0 = 0 +34:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:25/0/physics_layer_0/angular_velocity = 0.0 +35:25/0 = 0 +35:25/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:25/0/physics_layer_0/angular_velocity = 0.0 +0:26/0 = 0 +0:26/0/texture_origin = Vector2i(0, -6) +0:26/0/y_sort_origin = -6 +0:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:26/0/physics_layer_0/angular_velocity = 0.0 +0:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:26/0 = 0 +1:26/0/texture_origin = Vector2i(0, -6) +1:26/0/y_sort_origin = -6 +1:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:26/0/physics_layer_0/angular_velocity = 0.0 +1:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:26/0 = 0 +2:26/0/texture_origin = Vector2i(0, -6) +2:26/0/y_sort_origin = -6 +2:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:26/0/physics_layer_0/angular_velocity = 0.0 +2:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:26/0 = 0 +3:26/0/texture_origin = Vector2i(0, -6) +3:26/0/y_sort_origin = -6 +3:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:26/0/physics_layer_0/angular_velocity = 0.0 +3:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:26/0 = 0 +4:26/0/texture_origin = Vector2i(0, -6) +4:26/0/y_sort_origin = -6 +4:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:26/0/physics_layer_0/angular_velocity = 0.0 +4:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:26/0 = 0 +5:26/0/texture_origin = Vector2i(0, -6) +5:26/0/y_sort_origin = -6 +5:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:26/0/physics_layer_0/angular_velocity = 0.0 +5:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:26/0 = 0 +6:26/0/texture_origin = Vector2i(0, -6) +6:26/0/y_sort_origin = -6 +6:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:26/0/physics_layer_0/angular_velocity = 0.0 +6:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:26/0 = 0 +7:26/0/texture_origin = Vector2i(0, -6) +7:26/0/y_sort_origin = -6 +7:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:26/0/physics_layer_0/angular_velocity = 0.0 +7:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:26/0 = 0 +8:26/0/texture_origin = Vector2i(0, -6) +8:26/0/y_sort_origin = -6 +8:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:26/0/physics_layer_0/angular_velocity = 0.0 +8:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:26/0 = 0 +9:26/0/texture_origin = Vector2i(0, -6) +9:26/0/y_sort_origin = -6 +9:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:26/0/physics_layer_0/angular_velocity = 0.0 +9:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:26/0 = 0 +10:26/0/texture_origin = Vector2i(0, -6) +10:26/0/y_sort_origin = -6 +10:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:26/0/physics_layer_0/angular_velocity = 0.0 +10:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:26/0 = 0 +11:26/0/texture_origin = Vector2i(0, -6) +11:26/0/y_sort_origin = -6 +11:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:26/0/physics_layer_0/angular_velocity = 0.0 +11:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:26/0 = 0 +12:26/0/texture_origin = Vector2i(0, -6) +12:26/0/y_sort_origin = -6 +12:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:26/0/physics_layer_0/angular_velocity = 0.0 +12:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:26/0 = 0 +13:26/0/texture_origin = Vector2i(0, -6) +13:26/0/y_sort_origin = -6 +13:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:26/0/physics_layer_0/angular_velocity = 0.0 +13:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:26/0 = 0 +14:26/0/texture_origin = Vector2i(0, -6) +14:26/0/y_sort_origin = -6 +14:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:26/0/physics_layer_0/angular_velocity = 0.0 +14:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:26/0 = 0 +15:26/0/texture_origin = Vector2i(0, -6) +15:26/0/y_sort_origin = -6 +15:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:26/0/physics_layer_0/angular_velocity = 0.0 +15:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:26/0 = 0 +16:26/0/texture_origin = Vector2i(0, -6) +16:26/0/y_sort_origin = -6 +16:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:26/0/physics_layer_0/angular_velocity = 0.0 +16:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:26/0 = 0 +17:26/0/texture_origin = Vector2i(0, -6) +17:26/0/y_sort_origin = -6 +17:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:26/0/physics_layer_0/angular_velocity = 0.0 +17:26/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:26/0 = 0 +18:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:26/0/physics_layer_0/angular_velocity = 0.0 +19:26/0 = 0 +19:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:26/0/physics_layer_0/angular_velocity = 0.0 +20:26/0 = 0 +20:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:26/0/physics_layer_0/angular_velocity = 0.0 +21:26/0 = 0 +21:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:26/0/physics_layer_0/angular_velocity = 0.0 +22:26/0 = 0 +22:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:26/0/physics_layer_0/angular_velocity = 0.0 +23:26/0 = 0 +23:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:26/0/physics_layer_0/angular_velocity = 0.0 +24:26/0 = 0 +24:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:26/0/physics_layer_0/angular_velocity = 0.0 +25:26/0 = 0 +25:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:26/0/physics_layer_0/angular_velocity = 0.0 +26:26/0 = 0 +26:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:26/0/physics_layer_0/angular_velocity = 0.0 +27:26/0 = 0 +27:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:26/0/physics_layer_0/angular_velocity = 0.0 +28:26/0 = 0 +28:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:26/0/physics_layer_0/angular_velocity = 0.0 +29:26/0 = 0 +29:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:26/0/physics_layer_0/angular_velocity = 0.0 +30:26/0 = 0 +30:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:26/0/physics_layer_0/angular_velocity = 0.0 +31:26/0 = 0 +31:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:26/0/physics_layer_0/angular_velocity = 0.0 +32:26/0 = 0 +32:26/0/physics_layer_0/linear_velocity = Vector2(0, 0) 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11.1369, 12.3744, 12, 0, 0, -6) +2:27/0 = 0 +2:27/0/texture_origin = Vector2i(0, -6) +2:27/0/y_sort_origin = -6 +2:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:27/0/physics_layer_0/angular_velocity = 0.0 +2:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:27/0 = 0 +3:27/0/texture_origin = Vector2i(0, -6) +3:27/0/y_sort_origin = -6 +3:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:27/0/physics_layer_0/angular_velocity = 0.0 +3:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:27/0 = 0 +4:27/0/texture_origin = Vector2i(0, -6) +4:27/0/y_sort_origin = -6 +4:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:27/0/physics_layer_0/angular_velocity = 0.0 +4:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:27/0 = 0 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+8:27/0/y_sort_origin = -6 +8:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:27/0/physics_layer_0/angular_velocity = 0.0 +8:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:27/0 = 0 +9:27/0/texture_origin = Vector2i(0, -6) +9:27/0/y_sort_origin = -6 +9:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:27/0/physics_layer_0/angular_velocity = 0.0 +9:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:27/0 = 0 +10:27/0/texture_origin = Vector2i(0, -6) +10:27/0/y_sort_origin = -6 +10:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:27/0/physics_layer_0/angular_velocity = 0.0 +10:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:27/0 = 0 +11:27/0/texture_origin = Vector2i(0, -6) +11:27/0/y_sort_origin = -6 +11:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:27/0/physics_layer_0/angular_velocity = 0.0 +11:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:27/0 = 0 +12:27/0/texture_origin = Vector2i(0, -6) +12:27/0/y_sort_origin = -6 +12:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:27/0/physics_layer_0/angular_velocity = 0.0 +12:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:27/0 = 0 +13:27/0/texture_origin = Vector2i(0, -6) +13:27/0/y_sort_origin = -6 +13:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:27/0/physics_layer_0/angular_velocity = 0.0 +13:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:27/0 = 0 +14:27/0/texture_origin = Vector2i(0, -6) +14:27/0/y_sort_origin = -6 +14:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:27/0/physics_layer_0/angular_velocity = 0.0 +14:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:27/0 = 0 +15:27/0/texture_origin = Vector2i(0, -6) +15:27/0/y_sort_origin = -6 +15:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:27/0/physics_layer_0/angular_velocity = 0.0 +15:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:27/0 = 0 +16:27/0/texture_origin = Vector2i(0, -6) +16:27/0/y_sort_origin = -6 +16:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:27/0/physics_layer_0/angular_velocity = 0.0 +16:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:27/0 = 0 +17:27/0/texture_origin = Vector2i(0, -6) +17:27/0/y_sort_origin = -6 +17:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:27/0/physics_layer_0/angular_velocity = 0.0 +17:27/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:27/0 = 0 +18:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:27/0/physics_layer_0/angular_velocity = 0.0 +19:27/0 = 0 +19:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:27/0/physics_layer_0/angular_velocity = 0.0 +20:27/0 = 0 +20:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:27/0/physics_layer_0/angular_velocity = 0.0 +21:27/0 = 0 +21:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:27/0/physics_layer_0/angular_velocity = 0.0 +22:27/0 = 0 +22:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:27/0/physics_layer_0/angular_velocity = 0.0 +23:27/0 = 0 +23:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:27/0/physics_layer_0/angular_velocity = 0.0 +24:27/0 = 0 +24:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:27/0/physics_layer_0/angular_velocity = 0.0 +25:27/0 = 0 +25:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:27/0/physics_layer_0/angular_velocity = 0.0 +26:27/0 = 0 +26:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:27/0/physics_layer_0/angular_velocity = 0.0 +27:27/0 = 0 +27:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:27/0/physics_layer_0/angular_velocity = 0.0 +28:27/0 = 0 +28:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:27/0/physics_layer_0/angular_velocity = 0.0 +29:27/0 = 0 +29:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:27/0/physics_layer_0/angular_velocity = 0.0 +30:27/0 = 0 +30:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:27/0/physics_layer_0/angular_velocity = 0.0 +31:27/0 = 0 +31:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:27/0/physics_layer_0/angular_velocity = 0.0 +32:27/0 = 0 +32:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:27/0/physics_layer_0/angular_velocity = 0.0 +33:27/0 = 0 +33:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:27/0/physics_layer_0/angular_velocity = 0.0 +34:27/0 = 0 +34:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:27/0/physics_layer_0/angular_velocity = 0.0 +35:27/0 = 0 +35:27/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:27/0/physics_layer_0/angular_velocity = 0.0 +0:28/0 = 0 +0:28/0/texture_origin = Vector2i(0, -6) +0:28/0/y_sort_origin = -6 +0:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:28/0/physics_layer_0/angular_velocity = 0.0 +0:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:28/0 = 0 +1:28/0/texture_origin = Vector2i(0, -6) +1:28/0/y_sort_origin = -6 +1:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:28/0/physics_layer_0/angular_velocity = 0.0 +1:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:28/0 = 0 +2:28/0/texture_origin = Vector2i(0, -6) +2:28/0/y_sort_origin = -6 +2:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:28/0/physics_layer_0/angular_velocity = 0.0 +2:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:28/0 = 0 +3:28/0/texture_origin = Vector2i(0, -6) +3:28/0/y_sort_origin = -6 +3:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:28/0/physics_layer_0/angular_velocity = 0.0 +3:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:28/0 = 0 +4:28/0/texture_origin = Vector2i(0, -6) +4:28/0/y_sort_origin = -6 +4:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:28/0/physics_layer_0/angular_velocity = 0.0 +4:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:28/0 = 0 +5:28/0/texture_origin = Vector2i(0, -6) +5:28/0/y_sort_origin = -6 +5:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:28/0/physics_layer_0/angular_velocity = 0.0 +5:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:28/0 = 0 +6:28/0/texture_origin = Vector2i(0, -6) +6:28/0/y_sort_origin = -6 +6:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:28/0/physics_layer_0/angular_velocity = 0.0 +6:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:28/0 = 0 +7:28/0/texture_origin = Vector2i(0, -6) +7:28/0/y_sort_origin = -6 +7:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:28/0/physics_layer_0/angular_velocity = 0.0 +7:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:28/0 = 0 +8:28/0/texture_origin = Vector2i(0, -6) +8:28/0/y_sort_origin = -6 +8:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:28/0/physics_layer_0/angular_velocity = 0.0 +8:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:28/0 = 0 +9:28/0/texture_origin = Vector2i(0, -6) +9:28/0/y_sort_origin = -6 +9:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:28/0/physics_layer_0/angular_velocity = 0.0 +9:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:28/0 = 0 +10:28/0/texture_origin = Vector2i(0, -6) +10:28/0/y_sort_origin = -6 +10:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:28/0/physics_layer_0/angular_velocity = 0.0 +10:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:28/0 = 0 +11:28/0/texture_origin = Vector2i(0, -6) +11:28/0/y_sort_origin = -6 +11:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:28/0/physics_layer_0/angular_velocity = 0.0 +11:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:28/0 = 0 +12:28/0/texture_origin = Vector2i(0, -6) +12:28/0/y_sort_origin = -6 +12:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:28/0/physics_layer_0/angular_velocity = 0.0 +12:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:28/0 = 0 +13:28/0/texture_origin = Vector2i(0, -6) +13:28/0/y_sort_origin = -6 +13:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:28/0/physics_layer_0/angular_velocity = 0.0 +13:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:28/0 = 0 +14:28/0/texture_origin = Vector2i(0, -6) +14:28/0/y_sort_origin = -6 +14:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:28/0/physics_layer_0/angular_velocity = 0.0 +14:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:28/0 = 0 +15:28/0/texture_origin = Vector2i(0, -6) +15:28/0/y_sort_origin = -6 +15:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:28/0/physics_layer_0/angular_velocity = 0.0 +15:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:28/0 = 0 +16:28/0/texture_origin = Vector2i(0, -6) +16:28/0/y_sort_origin = -6 +16:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:28/0/physics_layer_0/angular_velocity = 0.0 +16:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:28/0 = 0 +17:28/0/texture_origin = Vector2i(0, -6) +17:28/0/y_sort_origin = -6 +17:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:28/0/physics_layer_0/angular_velocity = 0.0 +17:28/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:28/0 = 0 +18:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:28/0/physics_layer_0/angular_velocity = 0.0 +19:28/0 = 0 +19:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:28/0/physics_layer_0/angular_velocity = 0.0 +20:28/0 = 0 +20:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:28/0/physics_layer_0/angular_velocity = 0.0 +21:28/0 = 0 +21:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:28/0/physics_layer_0/angular_velocity = 0.0 +22:28/0 = 0 +22:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:28/0/physics_layer_0/angular_velocity = 0.0 +23:28/0 = 0 +23:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:28/0/physics_layer_0/angular_velocity = 0.0 +24:28/0 = 0 +24:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:28/0/physics_layer_0/angular_velocity = 0.0 +25:28/0 = 0 +25:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:28/0/physics_layer_0/angular_velocity = 0.0 +26:28/0 = 0 +26:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:28/0/physics_layer_0/angular_velocity = 0.0 +27:28/0 = 0 +27:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:28/0/physics_layer_0/angular_velocity = 0.0 +28:28/0 = 0 +28:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:28/0/physics_layer_0/angular_velocity = 0.0 +29:28/0 = 0 +29:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:28/0/physics_layer_0/angular_velocity = 0.0 +30:28/0 = 0 +30:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:28/0/physics_layer_0/angular_velocity = 0.0 +31:28/0 = 0 +31:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:28/0/physics_layer_0/angular_velocity = 0.0 +32:28/0 = 0 +32:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:28/0/physics_layer_0/angular_velocity = 0.0 +33:28/0 = 0 +33:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:28/0/physics_layer_0/angular_velocity = 0.0 +34:28/0 = 0 +34:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:28/0/physics_layer_0/angular_velocity = 0.0 +35:28/0 = 0 +35:28/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:28/0/physics_layer_0/angular_velocity = 0.0 +0:29/0 = 0 +0:29/0/texture_origin = Vector2i(0, -6) +0:29/0/y_sort_origin = -6 +0:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:29/0/physics_layer_0/angular_velocity = 0.0 +0:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:29/0 = 0 +1:29/0/texture_origin = Vector2i(0, -6) +1:29/0/y_sort_origin = -6 +1:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:29/0/physics_layer_0/angular_velocity = 0.0 +1:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:29/0 = 0 +2:29/0/texture_origin = Vector2i(0, -6) +2:29/0/y_sort_origin = -6 +2:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:29/0/physics_layer_0/angular_velocity = 0.0 +2:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:29/0 = 0 +3:29/0/texture_origin = Vector2i(0, -6) +3:29/0/y_sort_origin = -6 +3:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:29/0/physics_layer_0/angular_velocity = 0.0 +3:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:29/0 = 0 +4:29/0/texture_origin = Vector2i(0, -6) +4:29/0/y_sort_origin = -6 +4:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:29/0/physics_layer_0/angular_velocity = 0.0 +4:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:29/0 = 0 +5:29/0/texture_origin = Vector2i(0, -6) +5:29/0/y_sort_origin = -6 +5:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:29/0/physics_layer_0/angular_velocity = 0.0 +5:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:29/0 = 0 +6:29/0/texture_origin = Vector2i(0, -6) +6:29/0/y_sort_origin = -6 +6:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:29/0/physics_layer_0/angular_velocity = 0.0 +6:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:29/0 = 0 +7:29/0/texture_origin = Vector2i(0, -6) +7:29/0/y_sort_origin = -6 +7:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:29/0/physics_layer_0/angular_velocity = 0.0 +7:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:29/0 = 0 +8:29/0/texture_origin = Vector2i(0, -6) +8:29/0/y_sort_origin = -6 +8:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:29/0/physics_layer_0/angular_velocity = 0.0 +8:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:29/0 = 0 +9:29/0/texture_origin = Vector2i(0, -6) +9:29/0/y_sort_origin = -6 +9:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:29/0/physics_layer_0/angular_velocity = 0.0 +9:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:29/0 = 0 +10:29/0/texture_origin = Vector2i(0, -6) +10:29/0/y_sort_origin = -6 +10:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:29/0/physics_layer_0/angular_velocity = 0.0 +10:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:29/0 = 0 +11:29/0/texture_origin = Vector2i(0, -6) +11:29/0/y_sort_origin = -6 +11:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:29/0/physics_layer_0/angular_velocity = 0.0 +11:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:29/0 = 0 +12:29/0/texture_origin = Vector2i(0, -6) +12:29/0/y_sort_origin = -6 +12:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:29/0/physics_layer_0/angular_velocity = 0.0 +12:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:29/0 = 0 +13:29/0/texture_origin = Vector2i(0, -6) +13:29/0/y_sort_origin = -6 +13:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:29/0/physics_layer_0/angular_velocity = 0.0 +13:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:29/0 = 0 +14:29/0/texture_origin = Vector2i(0, -6) +14:29/0/y_sort_origin = -6 +14:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:29/0/physics_layer_0/angular_velocity = 0.0 +14:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:29/0 = 0 +15:29/0/texture_origin = Vector2i(0, -6) +15:29/0/y_sort_origin = -6 +15:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:29/0/physics_layer_0/angular_velocity = 0.0 +15:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:29/0 = 0 +16:29/0/texture_origin = Vector2i(0, -6) +16:29/0/y_sort_origin = -6 +16:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:29/0/physics_layer_0/angular_velocity = 0.0 +16:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:29/0 = 0 +17:29/0/texture_origin = Vector2i(0, -6) +17:29/0/y_sort_origin = -6 +17:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:29/0/physics_layer_0/angular_velocity = 0.0 +17:29/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:29/0 = 0 +18:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:29/0/physics_layer_0/angular_velocity = 0.0 +19:29/0 = 0 +19:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:29/0/physics_layer_0/angular_velocity = 0.0 +20:29/0 = 0 +20:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:29/0/physics_layer_0/angular_velocity = 0.0 +21:29/0 = 0 +21:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:29/0/physics_layer_0/angular_velocity = 0.0 +22:29/0 = 0 +22:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:29/0/physics_layer_0/angular_velocity = 0.0 +23:29/0 = 0 +23:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:29/0/physics_layer_0/angular_velocity = 0.0 +24:29/0 = 0 +24:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:29/0/physics_layer_0/angular_velocity = 0.0 +25:29/0 = 0 +25:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:29/0/physics_layer_0/angular_velocity = 0.0 +26:29/0 = 0 +26:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:29/0/physics_layer_0/angular_velocity = 0.0 +27:29/0 = 0 +27:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:29/0/physics_layer_0/angular_velocity = 0.0 +28:29/0 = 0 +28:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:29/0/physics_layer_0/angular_velocity = 0.0 +29:29/0 = 0 +29:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:29/0/physics_layer_0/angular_velocity = 0.0 +30:29/0 = 0 +30:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:29/0/physics_layer_0/angular_velocity = 0.0 +31:29/0 = 0 +31:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:29/0/physics_layer_0/angular_velocity = 0.0 +32:29/0 = 0 +32:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:29/0/physics_layer_0/angular_velocity = 0.0 +33:29/0 = 0 +33:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:29/0/physics_layer_0/angular_velocity = 0.0 +34:29/0 = 0 +34:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:29/0/physics_layer_0/angular_velocity = 0.0 +35:29/0 = 0 +35:29/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:29/0/physics_layer_0/angular_velocity = 0.0 +0:30/0 = 0 +0:30/0/texture_origin = Vector2i(0, -6) +0:30/0/y_sort_origin = -6 +0:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:30/0/physics_layer_0/angular_velocity = 0.0 +0:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:30/0 = 0 +1:30/0/texture_origin = Vector2i(0, -6) +1:30/0/y_sort_origin = -6 +1:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:30/0/physics_layer_0/angular_velocity = 0.0 +1:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:30/0 = 0 +2:30/0/texture_origin = Vector2i(0, -6) +2:30/0/y_sort_origin = -6 +2:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:30/0/physics_layer_0/angular_velocity = 0.0 +2:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:30/0 = 0 +3:30/0/texture_origin = Vector2i(0, -6) +3:30/0/y_sort_origin = -6 +3:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:30/0/physics_layer_0/angular_velocity = 0.0 +3:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:30/0 = 0 +4:30/0/texture_origin = Vector2i(0, -6) +4:30/0/y_sort_origin = -6 +4:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:30/0/physics_layer_0/angular_velocity = 0.0 +4:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:30/0 = 0 +5:30/0/texture_origin = Vector2i(0, -6) +5:30/0/y_sort_origin = -6 +5:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:30/0/physics_layer_0/angular_velocity = 0.0 +5:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:30/0 = 0 +6:30/0/texture_origin = Vector2i(0, -6) +6:30/0/y_sort_origin = -6 +6:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:30/0/physics_layer_0/angular_velocity = 0.0 +6:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:30/0 = 0 +7:30/0/texture_origin = Vector2i(0, -6) +7:30/0/y_sort_origin = -6 +7:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:30/0/physics_layer_0/angular_velocity = 0.0 +7:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:30/0 = 0 +8:30/0/texture_origin = Vector2i(0, -6) +8:30/0/y_sort_origin = -6 +8:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:30/0/physics_layer_0/angular_velocity = 0.0 +8:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:30/0 = 0 +9:30/0/texture_origin = Vector2i(0, -6) +9:30/0/y_sort_origin = -6 +9:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:30/0/physics_layer_0/angular_velocity = 0.0 +9:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:30/0 = 0 +10:30/0/texture_origin = Vector2i(0, -6) +10:30/0/y_sort_origin = -6 +10:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:30/0/physics_layer_0/angular_velocity = 0.0 +10:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:30/0 = 0 +11:30/0/texture_origin = Vector2i(0, -6) +11:30/0/y_sort_origin = -6 +11:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:30/0/physics_layer_0/angular_velocity = 0.0 +11:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:30/0 = 0 +12:30/0/texture_origin = Vector2i(0, -6) +12:30/0/y_sort_origin = -6 +12:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:30/0/physics_layer_0/angular_velocity = 0.0 +12:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:30/0 = 0 +13:30/0/texture_origin = Vector2i(0, -6) +13:30/0/y_sort_origin = -6 +13:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:30/0/physics_layer_0/angular_velocity = 0.0 +13:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:30/0 = 0 +14:30/0/texture_origin = Vector2i(0, -6) +14:30/0/y_sort_origin = -6 +14:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:30/0/physics_layer_0/angular_velocity = 0.0 +14:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:30/0 = 0 +15:30/0/texture_origin = Vector2i(0, -6) +15:30/0/y_sort_origin = -6 +15:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:30/0/physics_layer_0/angular_velocity = 0.0 +15:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:30/0 = 0 +16:30/0/texture_origin = Vector2i(0, -6) +16:30/0/y_sort_origin = -6 +16:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:30/0/physics_layer_0/angular_velocity = 0.0 +16:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:30/0 = 0 +17:30/0/texture_origin = Vector2i(0, -6) +17:30/0/y_sort_origin = -6 +17:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:30/0/physics_layer_0/angular_velocity = 0.0 +17:30/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:30/0 = 0 +18:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:30/0/physics_layer_0/angular_velocity = 0.0 +19:30/0 = 0 +19:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:30/0/physics_layer_0/angular_velocity = 0.0 +20:30/0 = 0 +20:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:30/0/physics_layer_0/angular_velocity = 0.0 +21:30/0 = 0 +21:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:30/0/physics_layer_0/angular_velocity = 0.0 +22:30/0 = 0 +22:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:30/0/physics_layer_0/angular_velocity = 0.0 +23:30/0 = 0 +23:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:30/0/physics_layer_0/angular_velocity = 0.0 +24:30/0 = 0 +24:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:30/0/physics_layer_0/angular_velocity = 0.0 +25:30/0 = 0 +25:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:30/0/physics_layer_0/angular_velocity = 0.0 +26:30/0 = 0 +26:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:30/0/physics_layer_0/angular_velocity = 0.0 +27:30/0 = 0 +27:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:30/0/physics_layer_0/angular_velocity = 0.0 +28:30/0 = 0 +28:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:30/0/physics_layer_0/angular_velocity = 0.0 +29:30/0 = 0 +29:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:30/0/physics_layer_0/angular_velocity = 0.0 +30:30/0 = 0 +30:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:30/0/physics_layer_0/angular_velocity = 0.0 +31:30/0 = 0 +31:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:30/0/physics_layer_0/angular_velocity = 0.0 +32:30/0 = 0 +32:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:30/0/physics_layer_0/angular_velocity = 0.0 +33:30/0 = 0 +33:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:30/0/physics_layer_0/angular_velocity = 0.0 +34:30/0 = 0 +34:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:30/0/physics_layer_0/angular_velocity = 0.0 +35:30/0 = 0 +35:30/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:30/0/physics_layer_0/angular_velocity = 0.0 +0:31/0 = 0 +0:31/0/texture_origin = Vector2i(0, -6) +0:31/0/y_sort_origin = -6 +0:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:31/0/physics_layer_0/angular_velocity = 0.0 +0:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:31/0 = 0 +1:31/0/texture_origin = Vector2i(0, -6) +1:31/0/y_sort_origin = -6 +1:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:31/0/physics_layer_0/angular_velocity = 0.0 +1:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:31/0 = 0 +2:31/0/texture_origin = Vector2i(0, -6) +2:31/0/y_sort_origin = -6 +2:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:31/0/physics_layer_0/angular_velocity = 0.0 +2:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:31/0 = 0 +3:31/0/texture_origin = Vector2i(0, -6) +3:31/0/y_sort_origin = -6 +3:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:31/0/physics_layer_0/angular_velocity = 0.0 +3:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:31/0 = 0 +4:31/0/texture_origin = Vector2i(0, -6) +4:31/0/y_sort_origin = -6 +4:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:31/0/physics_layer_0/angular_velocity = 0.0 +4:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:31/0 = 0 +5:31/0/texture_origin = Vector2i(0, -6) +5:31/0/y_sort_origin = -6 +5:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:31/0/physics_layer_0/angular_velocity = 0.0 +5:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:31/0 = 0 +6:31/0/texture_origin = Vector2i(0, -6) +6:31/0/y_sort_origin = -6 +6:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:31/0/physics_layer_0/angular_velocity = 0.0 +6:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:31/0 = 0 +7:31/0/texture_origin = Vector2i(0, -6) +7:31/0/y_sort_origin = -6 +7:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:31/0/physics_layer_0/angular_velocity = 0.0 +7:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:31/0 = 0 +8:31/0/texture_origin = Vector2i(0, -6) +8:31/0/y_sort_origin = -6 +8:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:31/0/physics_layer_0/angular_velocity = 0.0 +8:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:31/0 = 0 +9:31/0/texture_origin = Vector2i(0, -6) +9:31/0/y_sort_origin = -6 +9:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:31/0/physics_layer_0/angular_velocity = 0.0 +9:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:31/0 = 0 +10:31/0/texture_origin = Vector2i(0, -6) +10:31/0/y_sort_origin = -6 +10:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:31/0/physics_layer_0/angular_velocity = 0.0 +10:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:31/0 = 0 +11:31/0/texture_origin = Vector2i(0, -6) +11:31/0/y_sort_origin = -6 +11:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:31/0/physics_layer_0/angular_velocity = 0.0 +11:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:31/0 = 0 +12:31/0/texture_origin = Vector2i(0, -6) +12:31/0/y_sort_origin = -6 +12:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:31/0/physics_layer_0/angular_velocity = 0.0 +12:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:31/0 = 0 +13:31/0/texture_origin = Vector2i(0, -6) +13:31/0/y_sort_origin = -6 +13:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:31/0/physics_layer_0/angular_velocity = 0.0 +13:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:31/0 = 0 +14:31/0/texture_origin = Vector2i(0, -6) +14:31/0/y_sort_origin = -6 +14:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:31/0/physics_layer_0/angular_velocity = 0.0 +14:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:31/0 = 0 +15:31/0/texture_origin = Vector2i(0, -6) +15:31/0/y_sort_origin = -6 +15:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:31/0/physics_layer_0/angular_velocity = 0.0 +15:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:31/0 = 0 +16:31/0/texture_origin = Vector2i(0, -6) +16:31/0/y_sort_origin = -6 +16:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:31/0/physics_layer_0/angular_velocity = 0.0 +16:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:31/0 = 0 +17:31/0/texture_origin = Vector2i(0, -6) +17:31/0/y_sort_origin = -6 +17:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:31/0/physics_layer_0/angular_velocity = 0.0 +17:31/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:31/0 = 0 +18:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:31/0/physics_layer_0/angular_velocity = 0.0 +19:31/0 = 0 +19:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:31/0/physics_layer_0/angular_velocity = 0.0 +20:31/0 = 0 +20:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:31/0/physics_layer_0/angular_velocity = 0.0 +21:31/0 = 0 +21:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:31/0/physics_layer_0/angular_velocity = 0.0 +22:31/0 = 0 +22:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:31/0/physics_layer_0/angular_velocity = 0.0 +23:31/0 = 0 +23:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:31/0/physics_layer_0/angular_velocity = 0.0 +24:31/0 = 0 +24:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:31/0/physics_layer_0/angular_velocity = 0.0 +25:31/0 = 0 +25:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:31/0/physics_layer_0/angular_velocity = 0.0 +26:31/0 = 0 +26:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:31/0/physics_layer_0/angular_velocity = 0.0 +27:31/0 = 0 +27:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:31/0/physics_layer_0/angular_velocity = 0.0 +28:31/0 = 0 +28:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:31/0/physics_layer_0/angular_velocity = 0.0 +29:31/0 = 0 +29:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:31/0/physics_layer_0/angular_velocity = 0.0 +30:31/0 = 0 +30:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:31/0/physics_layer_0/angular_velocity = 0.0 +31:31/0 = 0 +31:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:31/0/physics_layer_0/angular_velocity = 0.0 +32:31/0 = 0 +32:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:31/0/physics_layer_0/angular_velocity = 0.0 +33:31/0 = 0 +33:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:31/0/physics_layer_0/angular_velocity = 0.0 +34:31/0 = 0 +34:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:31/0/physics_layer_0/angular_velocity = 0.0 +35:31/0 = 0 +35:31/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:31/0/physics_layer_0/angular_velocity = 0.0 +0:32/0 = 0 +0:32/0/texture_origin = Vector2i(0, -6) +0:32/0/y_sort_origin = -6 +0:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:32/0/physics_layer_0/angular_velocity = 0.0 +0:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:32/0 = 0 +1:32/0/texture_origin = Vector2i(0, -6) +1:32/0/y_sort_origin = -6 +1:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:32/0/physics_layer_0/angular_velocity = 0.0 +1:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:32/0 = 0 +2:32/0/texture_origin = Vector2i(0, -6) +2:32/0/y_sort_origin = -6 +2:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:32/0/physics_layer_0/angular_velocity = 0.0 +2:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:32/0 = 0 +3:32/0/texture_origin = Vector2i(0, -6) +3:32/0/y_sort_origin = -6 +3:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:32/0/physics_layer_0/angular_velocity = 0.0 +3:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:32/0 = 0 +4:32/0/texture_origin = Vector2i(0, -6) +4:32/0/y_sort_origin = -6 +4:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:32/0/physics_layer_0/angular_velocity = 0.0 +4:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:32/0 = 0 +5:32/0/texture_origin = Vector2i(0, -6) +5:32/0/y_sort_origin = -6 +5:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:32/0/physics_layer_0/angular_velocity = 0.0 +5:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:32/0 = 0 +6:32/0/texture_origin = Vector2i(0, -6) +6:32/0/y_sort_origin = -6 +6:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:32/0/physics_layer_0/angular_velocity = 0.0 +6:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:32/0 = 0 +7:32/0/texture_origin = Vector2i(0, -6) +7:32/0/y_sort_origin = -6 +7:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:32/0/physics_layer_0/angular_velocity = 0.0 +7:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:32/0 = 0 +8:32/0/texture_origin = Vector2i(0, -6) +8:32/0/y_sort_origin = -6 +8:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:32/0/physics_layer_0/angular_velocity = 0.0 +8:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:32/0 = 0 +9:32/0/texture_origin = Vector2i(0, -6) +9:32/0/y_sort_origin = -6 +9:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:32/0/physics_layer_0/angular_velocity = 0.0 +9:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:32/0 = 0 +10:32/0/texture_origin = Vector2i(0, -6) +10:32/0/y_sort_origin = -6 +10:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:32/0/physics_layer_0/angular_velocity = 0.0 +10:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:32/0 = 0 +11:32/0/texture_origin = Vector2i(0, -6) +11:32/0/y_sort_origin = -6 +11:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:32/0/physics_layer_0/angular_velocity = 0.0 +11:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:32/0 = 0 +12:32/0/texture_origin = Vector2i(0, -6) +12:32/0/y_sort_origin = -6 +12:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:32/0/physics_layer_0/angular_velocity = 0.0 +12:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:32/0 = 0 +13:32/0/texture_origin = Vector2i(0, -6) +13:32/0/y_sort_origin = -6 +13:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:32/0/physics_layer_0/angular_velocity = 0.0 +13:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:32/0 = 0 +14:32/0/texture_origin = Vector2i(0, -6) +14:32/0/y_sort_origin = -6 +14:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:32/0/physics_layer_0/angular_velocity = 0.0 +14:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:32/0 = 0 +15:32/0/texture_origin = Vector2i(0, -6) +15:32/0/y_sort_origin = -6 +15:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:32/0/physics_layer_0/angular_velocity = 0.0 +15:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:32/0 = 0 +16:32/0/texture_origin = Vector2i(0, -6) +16:32/0/y_sort_origin = -6 +16:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:32/0/physics_layer_0/angular_velocity = 0.0 +16:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:32/0 = 0 +17:32/0/texture_origin = Vector2i(0, -6) +17:32/0/y_sort_origin = -6 +17:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:32/0/physics_layer_0/angular_velocity = 0.0 +17:32/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:32/0 = 0 +18:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:32/0/physics_layer_0/angular_velocity = 0.0 +19:32/0 = 0 +19:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:32/0/physics_layer_0/angular_velocity = 0.0 +20:32/0 = 0 +20:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:32/0/physics_layer_0/angular_velocity = 0.0 +21:32/0 = 0 +21:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:32/0/physics_layer_0/angular_velocity = 0.0 +22:32/0 = 0 +22:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:32/0/physics_layer_0/angular_velocity = 0.0 +23:32/0 = 0 +23:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:32/0/physics_layer_0/angular_velocity = 0.0 +24:32/0 = 0 +24:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:32/0/physics_layer_0/angular_velocity = 0.0 +25:32/0 = 0 +25:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:32/0/physics_layer_0/angular_velocity = 0.0 +26:32/0 = 0 +26:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:32/0/physics_layer_0/angular_velocity = 0.0 +27:32/0 = 0 +27:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:32/0/physics_layer_0/angular_velocity = 0.0 +28:32/0 = 0 +28:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:32/0/physics_layer_0/angular_velocity = 0.0 +29:32/0 = 0 +29:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:32/0/physics_layer_0/angular_velocity = 0.0 +30:32/0 = 0 +30:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:32/0/physics_layer_0/angular_velocity = 0.0 +31:32/0 = 0 +31:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:32/0/physics_layer_0/angular_velocity = 0.0 +32:32/0 = 0 +32:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:32/0/physics_layer_0/angular_velocity = 0.0 +33:32/0 = 0 +33:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:32/0/physics_layer_0/angular_velocity = 0.0 +34:32/0 = 0 +34:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:32/0/physics_layer_0/angular_velocity = 0.0 +35:32/0 = 0 +35:32/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:32/0/physics_layer_0/angular_velocity = 0.0 +0:33/0 = 0 +0:33/0/texture_origin = Vector2i(0, -6) +0:33/0/y_sort_origin = -6 +0:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:33/0/physics_layer_0/angular_velocity = 0.0 +0:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:33/0 = 0 +1:33/0/texture_origin = Vector2i(0, -6) +1:33/0/y_sort_origin = -6 +1:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:33/0/physics_layer_0/angular_velocity = 0.0 +1:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:33/0 = 0 +2:33/0/texture_origin = Vector2i(0, -6) +2:33/0/y_sort_origin = -6 +2:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:33/0/physics_layer_0/angular_velocity = 0.0 +2:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:33/0 = 0 +3:33/0/texture_origin = Vector2i(0, -6) +3:33/0/y_sort_origin = -6 +3:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:33/0/physics_layer_0/angular_velocity = 0.0 +3:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:33/0 = 0 +4:33/0/texture_origin = Vector2i(0, -6) +4:33/0/y_sort_origin = -6 +4:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:33/0/physics_layer_0/angular_velocity = 0.0 +4:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:33/0 = 0 +5:33/0/texture_origin = Vector2i(0, -6) +5:33/0/y_sort_origin = -6 +5:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:33/0/physics_layer_0/angular_velocity = 0.0 +5:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:33/0 = 0 +6:33/0/texture_origin = Vector2i(0, -6) +6:33/0/y_sort_origin = -6 +6:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:33/0/physics_layer_0/angular_velocity = 0.0 +6:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:33/0 = 0 +7:33/0/texture_origin = Vector2i(0, -6) +7:33/0/y_sort_origin = -6 +7:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:33/0/physics_layer_0/angular_velocity = 0.0 +7:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:33/0 = 0 +8:33/0/texture_origin = Vector2i(0, -6) +8:33/0/y_sort_origin = -6 +8:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:33/0/physics_layer_0/angular_velocity = 0.0 +8:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:33/0 = 0 +9:33/0/texture_origin = Vector2i(0, -6) +9:33/0/y_sort_origin = -6 +9:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:33/0/physics_layer_0/angular_velocity = 0.0 +9:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:33/0 = 0 +10:33/0/texture_origin = Vector2i(0, -6) +10:33/0/y_sort_origin = -6 +10:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:33/0/physics_layer_0/angular_velocity = 0.0 +10:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:33/0 = 0 +11:33/0/texture_origin = Vector2i(0, -6) +11:33/0/y_sort_origin = -6 +11:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:33/0/physics_layer_0/angular_velocity = 0.0 +11:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:33/0 = 0 +12:33/0/texture_origin = Vector2i(0, -6) +12:33/0/y_sort_origin = -6 +12:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:33/0/physics_layer_0/angular_velocity = 0.0 +12:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:33/0 = 0 +13:33/0/texture_origin = Vector2i(0, -6) +13:33/0/y_sort_origin = -6 +13:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:33/0/physics_layer_0/angular_velocity = 0.0 +13:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:33/0 = 0 +14:33/0/texture_origin = Vector2i(0, -6) +14:33/0/y_sort_origin = -6 +14:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:33/0/physics_layer_0/angular_velocity = 0.0 +14:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:33/0 = 0 +15:33/0/texture_origin = Vector2i(0, -6) +15:33/0/y_sort_origin = -6 +15:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:33/0/physics_layer_0/angular_velocity = 0.0 +15:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:33/0 = 0 +16:33/0/texture_origin = Vector2i(0, -6) +16:33/0/y_sort_origin = -6 +16:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:33/0/physics_layer_0/angular_velocity = 0.0 +16:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:33/0 = 0 +17:33/0/texture_origin = Vector2i(0, -6) +17:33/0/y_sort_origin = -6 +17:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:33/0/physics_layer_0/angular_velocity = 0.0 +17:33/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:33/0 = 0 +18:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:33/0/physics_layer_0/angular_velocity = 0.0 +19:33/0 = 0 +19:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:33/0/physics_layer_0/angular_velocity = 0.0 +20:33/0 = 0 +20:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:33/0/physics_layer_0/angular_velocity = 0.0 +21:33/0 = 0 +21:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:33/0/physics_layer_0/angular_velocity = 0.0 +22:33/0 = 0 +22:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:33/0/physics_layer_0/angular_velocity = 0.0 +23:33/0 = 0 +23:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:33/0/physics_layer_0/angular_velocity = 0.0 +24:33/0 = 0 +24:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:33/0/physics_layer_0/angular_velocity = 0.0 +25:33/0 = 0 +25:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:33/0/physics_layer_0/angular_velocity = 0.0 +26:33/0 = 0 +26:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:33/0/physics_layer_0/angular_velocity = 0.0 +27:33/0 = 0 +27:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:33/0/physics_layer_0/angular_velocity = 0.0 +28:33/0 = 0 +28:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:33/0/physics_layer_0/angular_velocity = 0.0 +29:33/0 = 0 +29:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:33/0/physics_layer_0/angular_velocity = 0.0 +30:33/0 = 0 +30:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:33/0/physics_layer_0/angular_velocity = 0.0 +31:33/0 = 0 +31:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:33/0/physics_layer_0/angular_velocity = 0.0 +32:33/0 = 0 +32:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:33/0/physics_layer_0/angular_velocity = 0.0 +33:33/0 = 0 +33:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:33/0/physics_layer_0/angular_velocity = 0.0 +34:33/0 = 0 +34:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:33/0/physics_layer_0/angular_velocity = 0.0 +35:33/0 = 0 +35:33/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:33/0/physics_layer_0/angular_velocity = 0.0 +0:34/0 = 0 +0:34/0/texture_origin = Vector2i(0, -6) +0:34/0/y_sort_origin = -6 +0:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:34/0/physics_layer_0/angular_velocity = 0.0 +0:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:34/0 = 0 +1:34/0/texture_origin = Vector2i(0, -6) +1:34/0/y_sort_origin = -6 +1:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:34/0/physics_layer_0/angular_velocity = 0.0 +1:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:34/0 = 0 +2:34/0/texture_origin = Vector2i(0, -6) +2:34/0/y_sort_origin = -6 +2:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:34/0/physics_layer_0/angular_velocity = 0.0 +2:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:34/0 = 0 +3:34/0/texture_origin = Vector2i(0, -6) +3:34/0/y_sort_origin = -6 +3:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:34/0/physics_layer_0/angular_velocity = 0.0 +3:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:34/0 = 0 +4:34/0/texture_origin = Vector2i(0, -6) +4:34/0/y_sort_origin = -6 +4:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:34/0/physics_layer_0/angular_velocity = 0.0 +4:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:34/0 = 0 +5:34/0/texture_origin = Vector2i(0, -6) +5:34/0/y_sort_origin = -6 +5:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:34/0/physics_layer_0/angular_velocity = 0.0 +5:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:34/0 = 0 +6:34/0/texture_origin = Vector2i(0, -6) +6:34/0/y_sort_origin = -6 +6:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:34/0/physics_layer_0/angular_velocity = 0.0 +6:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:34/0 = 0 +7:34/0/texture_origin = Vector2i(0, -6) +7:34/0/y_sort_origin = -6 +7:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:34/0/physics_layer_0/angular_velocity = 0.0 +7:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:34/0 = 0 +8:34/0/texture_origin = Vector2i(0, -6) +8:34/0/y_sort_origin = -6 +8:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:34/0/physics_layer_0/angular_velocity = 0.0 +8:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:34/0 = 0 +9:34/0/texture_origin = Vector2i(0, -6) +9:34/0/y_sort_origin = -6 +9:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:34/0/physics_layer_0/angular_velocity = 0.0 +9:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:34/0 = 0 +10:34/0/texture_origin = Vector2i(0, -6) +10:34/0/y_sort_origin = -6 +10:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:34/0/physics_layer_0/angular_velocity = 0.0 +10:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:34/0 = 0 +11:34/0/texture_origin = Vector2i(0, -6) +11:34/0/y_sort_origin = -6 +11:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:34/0/physics_layer_0/angular_velocity = 0.0 +11:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:34/0 = 0 +12:34/0/texture_origin = Vector2i(0, -6) +12:34/0/y_sort_origin = -6 +12:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:34/0/physics_layer_0/angular_velocity = 0.0 +12:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:34/0 = 0 +13:34/0/texture_origin = Vector2i(0, -6) +13:34/0/y_sort_origin = -6 +13:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:34/0/physics_layer_0/angular_velocity = 0.0 +13:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:34/0 = 0 +14:34/0/texture_origin = Vector2i(0, -6) +14:34/0/y_sort_origin = -6 +14:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:34/0/physics_layer_0/angular_velocity = 0.0 +14:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:34/0 = 0 +15:34/0/texture_origin = Vector2i(0, -6) +15:34/0/y_sort_origin = -6 +15:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:34/0/physics_layer_0/angular_velocity = 0.0 +15:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:34/0 = 0 +16:34/0/texture_origin = Vector2i(0, -6) +16:34/0/y_sort_origin = -6 +16:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:34/0/physics_layer_0/angular_velocity = 0.0 +16:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:34/0 = 0 +17:34/0/texture_origin = Vector2i(0, -6) +17:34/0/y_sort_origin = -6 +17:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:34/0/physics_layer_0/angular_velocity = 0.0 +17:34/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:34/0 = 0 +18:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:34/0/physics_layer_0/angular_velocity = 0.0 +19:34/0 = 0 +19:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:34/0/physics_layer_0/angular_velocity = 0.0 +20:34/0 = 0 +20:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:34/0/physics_layer_0/angular_velocity = 0.0 +21:34/0 = 0 +21:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:34/0/physics_layer_0/angular_velocity = 0.0 +22:34/0 = 0 +22:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:34/0/physics_layer_0/angular_velocity = 0.0 +23:34/0 = 0 +23:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:34/0/physics_layer_0/angular_velocity = 0.0 +26:34/0 = 0 +26:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:34/0/physics_layer_0/angular_velocity = 0.0 +27:34/0 = 0 +27:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:34/0/physics_layer_0/angular_velocity = 0.0 +28:34/0 = 0 +28:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:34/0/physics_layer_0/angular_velocity = 0.0 +29:34/0 = 0 +29:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:34/0/physics_layer_0/angular_velocity = 0.0 +30:34/0 = 0 +30:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:34/0/physics_layer_0/angular_velocity = 0.0 +31:34/0 = 0 +31:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:34/0/physics_layer_0/angular_velocity = 0.0 +32:34/0 = 0 +32:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:34/0/physics_layer_0/angular_velocity = 0.0 +33:34/0 = 0 +33:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:34/0/physics_layer_0/angular_velocity = 0.0 +34:34/0 = 0 +34:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:34/0/physics_layer_0/angular_velocity = 0.0 +35:34/0 = 0 +35:34/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:34/0/physics_layer_0/angular_velocity = 0.0 +0:35/0 = 0 +0:35/0/texture_origin = Vector2i(0, -6) +0:35/0/y_sort_origin = -6 +0:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:35/0/physics_layer_0/angular_velocity = 0.0 +0:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:35/0 = 0 +1:35/0/texture_origin = Vector2i(0, -6) +1:35/0/y_sort_origin = -6 +1:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:35/0/physics_layer_0/angular_velocity = 0.0 +1:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:35/0 = 0 +2:35/0/texture_origin = Vector2i(0, -6) +2:35/0/y_sort_origin = -6 +2:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:35/0/physics_layer_0/angular_velocity = 0.0 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PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:35/0 = 0 +6:35/0/texture_origin = Vector2i(0, -6) +6:35/0/y_sort_origin = -6 +6:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:35/0/physics_layer_0/angular_velocity = 0.0 +6:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:35/0 = 0 +7:35/0/texture_origin = Vector2i(0, -6) +7:35/0/y_sort_origin = -6 +7:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:35/0/physics_layer_0/angular_velocity = 0.0 +7:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:35/0 = 0 +8:35/0/texture_origin = Vector2i(0, -6) +8:35/0/y_sort_origin = -6 +8:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:35/0/physics_layer_0/angular_velocity = 0.0 +8:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:35/0 = 0 +9:35/0/texture_origin = Vector2i(0, -6) +9:35/0/y_sort_origin = -6 +9:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:35/0/physics_layer_0/angular_velocity = 0.0 +9:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:35/0 = 0 +10:35/0/texture_origin = Vector2i(0, -6) +10:35/0/y_sort_origin = -6 +10:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:35/0/physics_layer_0/angular_velocity = 0.0 +10:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:35/0 = 0 +11:35/0/texture_origin = Vector2i(0, -6) +11:35/0/y_sort_origin = -6 +11:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:35/0/physics_layer_0/angular_velocity = 0.0 +11:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) 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= Vector2i(0, -6) +15:35/0/y_sort_origin = -6 +15:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:35/0/physics_layer_0/angular_velocity = 0.0 +15:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:35/0 = 0 +16:35/0/texture_origin = Vector2i(0, -6) +16:35/0/y_sort_origin = -6 +16:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:35/0/physics_layer_0/angular_velocity = 0.0 +16:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:35/0 = 0 +17:35/0/texture_origin = Vector2i(0, -6) +17:35/0/y_sort_origin = -6 +17:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:35/0/physics_layer_0/angular_velocity = 0.0 +17:35/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:35/0 = 0 +18:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:35/0/physics_layer_0/angular_velocity = 0.0 +19:35/0 = 0 +19:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:35/0/physics_layer_0/angular_velocity = 0.0 +20:35/0 = 0 +20:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:35/0/physics_layer_0/angular_velocity = 0.0 +21:35/0 = 0 +21:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:35/0/physics_layer_0/angular_velocity = 0.0 +22:35/0 = 0 +22:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:35/0/physics_layer_0/angular_velocity = 0.0 +23:35/0 = 0 +23:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:35/0/physics_layer_0/angular_velocity = 0.0 +24:35/0 = 0 +24:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:35/0/physics_layer_0/angular_velocity = 0.0 +25:35/0 = 0 +25:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:35/0/physics_layer_0/angular_velocity = 0.0 +26:35/0 = 0 +26:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:35/0/physics_layer_0/angular_velocity = 0.0 +27:35/0 = 0 +27:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:35/0/physics_layer_0/angular_velocity = 0.0 +28:35/0 = 0 +28:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:35/0/physics_layer_0/angular_velocity = 0.0 +29:35/0 = 0 +29:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:35/0/physics_layer_0/angular_velocity = 0.0 +30:35/0 = 0 +30:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:35/0/physics_layer_0/angular_velocity = 0.0 +31:35/0 = 0 +31:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:35/0/physics_layer_0/angular_velocity = 0.0 +32:35/0 = 0 +32:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:35/0/physics_layer_0/angular_velocity = 0.0 +33:35/0 = 0 +33:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:35/0/physics_layer_0/angular_velocity = 0.0 +34:35/0 = 0 +34:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:35/0/physics_layer_0/angular_velocity = 0.0 +35:35/0 = 0 +35:35/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:35/0/physics_layer_0/angular_velocity = 0.0 +0:36/0 = 0 +0:36/0/texture_origin = Vector2i(0, -6) +0:36/0/y_sort_origin = -6 +0:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:36/0/physics_layer_0/angular_velocity = 0.0 +0:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:36/0 = 0 +1:36/0/texture_origin = Vector2i(0, -6) +1:36/0/y_sort_origin = -6 +1:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:36/0/physics_layer_0/angular_velocity = 0.0 +1:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:36/0 = 0 +2:36/0/texture_origin = Vector2i(0, -6) +2:36/0/y_sort_origin = -6 +2:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:36/0/physics_layer_0/angular_velocity = 0.0 +2:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:36/0 = 0 +3:36/0/texture_origin = Vector2i(0, -6) +3:36/0/y_sort_origin = -6 +3:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:36/0/physics_layer_0/angular_velocity = 0.0 +3:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:36/0 = 0 +4:36/0/texture_origin = Vector2i(0, -6) +4:36/0/y_sort_origin = -6 +4:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:36/0/physics_layer_0/angular_velocity = 0.0 +4:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:36/0 = 0 +5:36/0/texture_origin = Vector2i(0, -6) +5:36/0/y_sort_origin = -6 +5:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:36/0/physics_layer_0/angular_velocity = 0.0 +5:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:36/0 = 0 +6:36/0/texture_origin = Vector2i(0, -6) +6:36/0/y_sort_origin = -6 +6:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:36/0/physics_layer_0/angular_velocity = 0.0 +6:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:36/0 = 0 +7:36/0/texture_origin = Vector2i(0, -6) +7:36/0/y_sort_origin = -6 +7:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:36/0/physics_layer_0/angular_velocity = 0.0 +7:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:36/0 = 0 +8:36/0/texture_origin = Vector2i(0, -6) +8:36/0/y_sort_origin = -6 +8:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:36/0/physics_layer_0/angular_velocity = 0.0 +8:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:36/0 = 0 +9:36/0/texture_origin = Vector2i(0, -6) +9:36/0/y_sort_origin = -6 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= Vector2(0, 0) +12:36/0/physics_layer_0/angular_velocity = 0.0 +12:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:36/0 = 0 +13:36/0/texture_origin = Vector2i(0, -6) +13:36/0/y_sort_origin = -6 +13:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:36/0/physics_layer_0/angular_velocity = 0.0 +13:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:36/0 = 0 +14:36/0/texture_origin = Vector2i(0, -6) +14:36/0/y_sort_origin = -6 +14:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:36/0/physics_layer_0/angular_velocity = 0.0 +14:36/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:36/0 = 0 +15:36/0/texture_origin = Vector2i(0, -6) +15:36/0/y_sort_origin = -6 +15:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) 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Vector2(0, 0) +19:36/0/physics_layer_0/angular_velocity = 0.0 +20:36/0 = 0 +20:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:36/0/physics_layer_0/angular_velocity = 0.0 +21:36/0 = 0 +21:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:36/0/physics_layer_0/angular_velocity = 0.0 +22:36/0 = 0 +22:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:36/0/physics_layer_0/angular_velocity = 0.0 +23:36/0 = 0 +23:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:36/0/physics_layer_0/angular_velocity = 0.0 +24:36/0 = 0 +24:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:36/0/physics_layer_0/angular_velocity = 0.0 +25:36/0 = 0 +25:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:36/0/physics_layer_0/angular_velocity = 0.0 +26:36/0 = 0 +26:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:36/0/physics_layer_0/angular_velocity = 0.0 +27:36/0 = 0 +27:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:36/0/physics_layer_0/angular_velocity = 0.0 +28:36/0 = 0 +28:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:36/0/physics_layer_0/angular_velocity = 0.0 +29:36/0 = 0 +29:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:36/0/physics_layer_0/angular_velocity = 0.0 +30:36/0 = 0 +30:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:36/0/physics_layer_0/angular_velocity = 0.0 +31:36/0 = 0 +31:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:36/0/physics_layer_0/angular_velocity = 0.0 +32:36/0 = 0 +32:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:36/0/physics_layer_0/angular_velocity = 0.0 +33:36/0 = 0 +33:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:36/0/physics_layer_0/angular_velocity = 0.0 +34:36/0 = 0 +34:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:36/0/physics_layer_0/angular_velocity = 0.0 +35:36/0 = 0 +35:36/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:36/0/physics_layer_0/angular_velocity = 0.0 +0:37/0 = 0 +0:37/0/texture_origin = Vector2i(0, -6) +0:37/0/y_sort_origin = -6 +0:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:37/0/physics_layer_0/angular_velocity = 0.0 +0:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:37/0 = 0 +1:37/0/texture_origin = Vector2i(0, -6) +1:37/0/y_sort_origin = -6 +1:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:37/0/physics_layer_0/angular_velocity = 0.0 +1:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:37/0 = 0 +2:37/0/texture_origin = Vector2i(0, -6) +2:37/0/y_sort_origin = -6 +2:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:37/0/physics_layer_0/angular_velocity = 0.0 +2:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:37/0 = 0 +3:37/0/texture_origin = Vector2i(0, -6) +3:37/0/y_sort_origin = -6 +3:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:37/0/physics_layer_0/angular_velocity = 0.0 +3:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:37/0 = 0 +4:37/0/texture_origin = Vector2i(0, -6) +4:37/0/y_sort_origin = -6 +4:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:37/0/physics_layer_0/angular_velocity = 0.0 +4:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:37/0 = 0 +5:37/0/texture_origin = Vector2i(0, -6) +5:37/0/y_sort_origin = -6 +5:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:37/0/physics_layer_0/angular_velocity = 0.0 +5:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:37/0 = 0 +6:37/0/texture_origin = Vector2i(0, -6) +6:37/0/y_sort_origin = -6 +6:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:37/0/physics_layer_0/angular_velocity = 0.0 +6:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:37/0 = 0 +7:37/0/texture_origin = Vector2i(0, -6) +7:37/0/y_sort_origin = -6 +7:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:37/0/physics_layer_0/angular_velocity = 0.0 +7:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:37/0 = 0 +8:37/0/texture_origin = Vector2i(0, -6) +8:37/0/y_sort_origin = -6 +8:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:37/0/physics_layer_0/angular_velocity = 0.0 +8:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:37/0 = 0 +9:37/0/texture_origin = Vector2i(0, -6) +9:37/0/y_sort_origin = -6 +9:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:37/0/physics_layer_0/angular_velocity = 0.0 +9:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:37/0 = 0 +10:37/0/texture_origin = Vector2i(0, -6) +10:37/0/y_sort_origin = -6 +10:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:37/0/physics_layer_0/angular_velocity = 0.0 +10:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:37/0 = 0 +11:37/0/texture_origin = Vector2i(0, -6) +11:37/0/y_sort_origin = -6 +11:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:37/0/physics_layer_0/angular_velocity = 0.0 +11:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:37/0 = 0 +12:37/0/texture_origin = Vector2i(0, -6) +12:37/0/y_sort_origin = -6 +12:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:37/0/physics_layer_0/angular_velocity = 0.0 +12:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:37/0 = 0 +13:37/0/texture_origin = Vector2i(0, -6) +13:37/0/y_sort_origin = -6 +13:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:37/0/physics_layer_0/angular_velocity = 0.0 +13:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:37/0 = 0 +14:37/0/texture_origin = Vector2i(0, -6) +14:37/0/y_sort_origin = -6 +14:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:37/0/physics_layer_0/angular_velocity = 0.0 +14:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:37/0 = 0 +15:37/0/texture_origin = Vector2i(0, -6) +15:37/0/y_sort_origin = -6 +15:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:37/0/physics_layer_0/angular_velocity = 0.0 +15:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:37/0 = 0 +16:37/0/texture_origin = Vector2i(0, -6) +16:37/0/y_sort_origin = -6 +16:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:37/0/physics_layer_0/angular_velocity = 0.0 +16:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:37/0 = 0 +17:37/0/texture_origin = Vector2i(0, -6) +17:37/0/y_sort_origin = -6 +17:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:37/0/physics_layer_0/angular_velocity = 0.0 +17:37/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:37/0 = 0 +18:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:37/0/physics_layer_0/angular_velocity = 0.0 +19:37/0 = 0 +19:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:37/0/physics_layer_0/angular_velocity = 0.0 +20:37/0 = 0 +20:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:37/0/physics_layer_0/angular_velocity = 0.0 +21:37/0 = 0 +21:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:37/0/physics_layer_0/angular_velocity = 0.0 +22:37/0 = 0 +22:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:37/0/physics_layer_0/angular_velocity = 0.0 +23:37/0 = 0 +23:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:37/0/physics_layer_0/angular_velocity = 0.0 +24:37/0 = 0 +24:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:37/0/physics_layer_0/angular_velocity = 0.0 +25:37/0 = 0 +25:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:37/0/physics_layer_0/angular_velocity = 0.0 +26:37/0 = 0 +26:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:37/0/physics_layer_0/angular_velocity = 0.0 +27:37/0 = 0 +27:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:37/0/physics_layer_0/angular_velocity = 0.0 +28:37/0 = 0 +28:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:37/0/physics_layer_0/angular_velocity = 0.0 +29:37/0 = 0 +29:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:37/0/physics_layer_0/angular_velocity = 0.0 +30:37/0 = 0 +30:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:37/0/physics_layer_0/angular_velocity = 0.0 +31:37/0 = 0 +31:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:37/0/physics_layer_0/angular_velocity = 0.0 +32:37/0 = 0 +32:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:37/0/physics_layer_0/angular_velocity = 0.0 +33:37/0 = 0 +33:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:37/0/physics_layer_0/angular_velocity = 0.0 +34:37/0 = 0 +34:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:37/0/physics_layer_0/angular_velocity = 0.0 +35:37/0 = 0 +35:37/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:37/0/physics_layer_0/angular_velocity = 0.0 +0:38/0 = 0 +0:38/0/texture_origin = Vector2i(0, -6) +0:38/0/y_sort_origin = -6 +0:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:38/0/physics_layer_0/angular_velocity = 0.0 +0:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:38/0 = 0 +1:38/0/texture_origin = Vector2i(0, -6) +1:38/0/y_sort_origin = -6 +1:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:38/0/physics_layer_0/angular_velocity = 0.0 +1:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:38/0 = 0 +2:38/0/texture_origin = Vector2i(0, -6) +2:38/0/y_sort_origin = -6 +2:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:38/0/physics_layer_0/angular_velocity = 0.0 +2:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:38/0 = 0 +3:38/0/texture_origin = Vector2i(0, -6) +3:38/0/y_sort_origin = -6 +3:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:38/0/physics_layer_0/angular_velocity = 0.0 +3:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:38/0 = 0 +4:38/0/texture_origin = Vector2i(0, -6) +4:38/0/y_sort_origin = -6 +4:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:38/0/physics_layer_0/angular_velocity = 0.0 +4:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:38/0 = 0 +5:38/0/texture_origin = Vector2i(0, -6) +5:38/0/y_sort_origin = -6 +5:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:38/0/physics_layer_0/angular_velocity = 0.0 +5:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:38/0 = 0 +6:38/0/texture_origin = Vector2i(0, -6) +6:38/0/y_sort_origin = -6 +6:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:38/0/physics_layer_0/angular_velocity = 0.0 +6:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:38/0 = 0 +7:38/0/texture_origin = Vector2i(0, -6) +7:38/0/y_sort_origin = -6 +7:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:38/0/physics_layer_0/angular_velocity = 0.0 +7:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:38/0 = 0 +8:38/0/texture_origin = Vector2i(0, -6) +8:38/0/y_sort_origin = -6 +8:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:38/0/physics_layer_0/angular_velocity = 0.0 +8:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:38/0 = 0 +9:38/0/texture_origin = Vector2i(0, -6) +9:38/0/y_sort_origin = -6 +9:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:38/0/physics_layer_0/angular_velocity = 0.0 +9:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:38/0 = 0 +10:38/0/texture_origin = Vector2i(0, -6) +10:38/0/y_sort_origin = -6 +10:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:38/0/physics_layer_0/angular_velocity = 0.0 +10:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:38/0 = 0 +11:38/0/texture_origin = Vector2i(0, -6) +11:38/0/y_sort_origin = -6 +11:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:38/0/physics_layer_0/angular_velocity = 0.0 +11:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:38/0 = 0 +12:38/0/texture_origin = Vector2i(0, -6) +12:38/0/y_sort_origin = -6 +12:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:38/0/physics_layer_0/angular_velocity = 0.0 +12:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:38/0 = 0 +13:38/0/texture_origin = Vector2i(0, -6) +13:38/0/y_sort_origin = -6 +13:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:38/0/physics_layer_0/angular_velocity = 0.0 +13:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:38/0 = 0 +14:38/0/texture_origin = Vector2i(0, -6) +14:38/0/y_sort_origin = -6 +14:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:38/0/physics_layer_0/angular_velocity = 0.0 +14:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:38/0 = 0 +15:38/0/texture_origin = Vector2i(0, -6) +15:38/0/y_sort_origin = -6 +15:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:38/0/physics_layer_0/angular_velocity = 0.0 +15:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:38/0 = 0 +16:38/0/texture_origin = Vector2i(0, -6) +16:38/0/y_sort_origin = -6 +16:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:38/0/physics_layer_0/angular_velocity = 0.0 +16:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:38/0 = 0 +17:38/0/texture_origin = Vector2i(0, -6) +17:38/0/y_sort_origin = -6 +17:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:38/0/physics_layer_0/angular_velocity = 0.0 +17:38/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:38/0 = 0 +18:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:38/0/physics_layer_0/angular_velocity = 0.0 +19:38/0 = 0 +19:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:38/0/physics_layer_0/angular_velocity = 0.0 +20:38/0 = 0 +20:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:38/0/physics_layer_0/angular_velocity = 0.0 +21:38/0 = 0 +21:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:38/0/physics_layer_0/angular_velocity = 0.0 +22:38/0 = 0 +22:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:38/0/physics_layer_0/angular_velocity = 0.0 +23:38/0 = 0 +23:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:38/0/physics_layer_0/angular_velocity = 0.0 +24:38/0 = 0 +24:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:38/0/physics_layer_0/angular_velocity = 0.0 +25:38/0 = 0 +25:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:38/0/physics_layer_0/angular_velocity = 0.0 +26:38/0 = 0 +26:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:38/0/physics_layer_0/angular_velocity = 0.0 +27:38/0 = 0 +27:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:38/0/physics_layer_0/angular_velocity = 0.0 +28:38/0 = 0 +28:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:38/0/physics_layer_0/angular_velocity = 0.0 +29:38/0 = 0 +29:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:38/0/physics_layer_0/angular_velocity = 0.0 +30:38/0 = 0 +30:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:38/0/physics_layer_0/angular_velocity = 0.0 +31:38/0 = 0 +31:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:38/0/physics_layer_0/angular_velocity = 0.0 +32:38/0 = 0 +32:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:38/0/physics_layer_0/angular_velocity = 0.0 +33:38/0 = 0 +33:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:38/0/physics_layer_0/angular_velocity = 0.0 +34:38/0 = 0 +34:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:38/0/physics_layer_0/angular_velocity = 0.0 +35:38/0 = 0 +35:38/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:38/0/physics_layer_0/angular_velocity = 0.0 +0:39/0 = 0 +0:39/0/texture_origin = Vector2i(0, -6) +0:39/0/y_sort_origin = -6 +0:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:39/0/physics_layer_0/angular_velocity = 0.0 +0:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:39/0 = 0 +1:39/0/texture_origin = Vector2i(0, -6) +1:39/0/y_sort_origin = -6 +1:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:39/0/physics_layer_0/angular_velocity = 0.0 +1:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:39/0 = 0 +2:39/0/texture_origin = Vector2i(0, -6) +2:39/0/y_sort_origin = -6 +2:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:39/0/physics_layer_0/angular_velocity = 0.0 +2:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:39/0 = 0 +3:39/0/texture_origin = Vector2i(0, -6) +3:39/0/y_sort_origin = -6 +3:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:39/0/physics_layer_0/angular_velocity = 0.0 +3:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:39/0 = 0 +4:39/0/texture_origin = Vector2i(0, -6) +4:39/0/y_sort_origin = -6 +4:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:39/0/physics_layer_0/angular_velocity = 0.0 +4:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:39/0 = 0 +5:39/0/texture_origin = Vector2i(0, -6) +5:39/0/y_sort_origin = -6 +5:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:39/0/physics_layer_0/angular_velocity = 0.0 +5:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:39/0 = 0 +6:39/0/texture_origin = Vector2i(0, -6) +6:39/0/y_sort_origin = -6 +6:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:39/0/physics_layer_0/angular_velocity = 0.0 +6:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:39/0 = 0 +7:39/0/texture_origin = Vector2i(0, -6) +7:39/0/y_sort_origin = -6 +7:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:39/0/physics_layer_0/angular_velocity = 0.0 +7:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:39/0 = 0 +8:39/0/texture_origin = Vector2i(0, -6) +8:39/0/y_sort_origin = -6 +8:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:39/0/physics_layer_0/angular_velocity = 0.0 +8:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:39/0 = 0 +9:39/0/texture_origin = Vector2i(0, -6) +9:39/0/y_sort_origin = -6 +9:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:39/0/physics_layer_0/angular_velocity = 0.0 +9:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:39/0 = 0 +10:39/0/texture_origin = Vector2i(0, -6) +10:39/0/y_sort_origin = -6 +10:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:39/0/physics_layer_0/angular_velocity = 0.0 +10:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:39/0 = 0 +11:39/0/texture_origin = Vector2i(0, -6) +11:39/0/y_sort_origin = -6 +11:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:39/0/physics_layer_0/angular_velocity = 0.0 +11:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:39/0 = 0 +12:39/0/texture_origin = Vector2i(0, -6) +12:39/0/y_sort_origin = -6 +12:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:39/0/physics_layer_0/angular_velocity = 0.0 +12:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:39/0 = 0 +13:39/0/texture_origin = Vector2i(0, -6) +13:39/0/y_sort_origin = -6 +13:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:39/0/physics_layer_0/angular_velocity = 0.0 +13:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:39/0 = 0 +14:39/0/texture_origin = Vector2i(0, -6) +14:39/0/y_sort_origin = -6 +14:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:39/0/physics_layer_0/angular_velocity = 0.0 +14:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:39/0 = 0 +15:39/0/texture_origin = Vector2i(0, -6) +15:39/0/y_sort_origin = -6 +15:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:39/0/physics_layer_0/angular_velocity = 0.0 +15:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:39/0 = 0 +16:39/0/texture_origin = Vector2i(0, -6) +16:39/0/y_sort_origin = -6 +16:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:39/0/physics_layer_0/angular_velocity = 0.0 +16:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:39/0 = 0 +17:39/0/texture_origin = Vector2i(0, -6) +17:39/0/y_sort_origin = -6 +17:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:39/0/physics_layer_0/angular_velocity = 0.0 +17:39/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:39/0 = 0 +18:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:39/0/physics_layer_0/angular_velocity = 0.0 +19:39/0 = 0 +19:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:39/0/physics_layer_0/angular_velocity = 0.0 +20:39/0 = 0 +20:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:39/0/physics_layer_0/angular_velocity = 0.0 +21:39/0 = 0 +21:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:39/0/physics_layer_0/angular_velocity = 0.0 +22:39/0 = 0 +22:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:39/0/physics_layer_0/angular_velocity = 0.0 +23:39/0 = 0 +23:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:39/0/physics_layer_0/angular_velocity = 0.0 +24:39/0 = 0 +24:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:39/0/physics_layer_0/angular_velocity = 0.0 +25:39/0 = 0 +25:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:39/0/physics_layer_0/angular_velocity = 0.0 +26:39/0 = 0 +26:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:39/0/physics_layer_0/angular_velocity = 0.0 +27:39/0 = 0 +27:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:39/0/physics_layer_0/angular_velocity = 0.0 +28:39/0 = 0 +28:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:39/0/physics_layer_0/angular_velocity = 0.0 +29:39/0 = 0 +29:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:39/0/physics_layer_0/angular_velocity = 0.0 +30:39/0 = 0 +30:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:39/0/physics_layer_0/angular_velocity = 0.0 +31:39/0 = 0 +31:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:39/0/physics_layer_0/angular_velocity = 0.0 +32:39/0 = 0 +32:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:39/0/physics_layer_0/angular_velocity = 0.0 +33:39/0 = 0 +33:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:39/0/physics_layer_0/angular_velocity = 0.0 +34:39/0 = 0 +34:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:39/0/physics_layer_0/angular_velocity = 0.0 +35:39/0 = 0 +35:39/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:39/0/physics_layer_0/angular_velocity = 0.0 +0:40/0 = 0 +0:40/0/texture_origin = Vector2i(0, -6) +0:40/0/y_sort_origin = -6 +0:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:40/0/physics_layer_0/angular_velocity = 0.0 +0:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:40/0 = 0 +1:40/0/texture_origin = Vector2i(0, -6) +1:40/0/y_sort_origin = -6 +1:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:40/0/physics_layer_0/angular_velocity = 0.0 +1:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:40/0 = 0 +2:40/0/texture_origin = Vector2i(0, -6) +2:40/0/y_sort_origin = -6 +2:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:40/0/physics_layer_0/angular_velocity = 0.0 +2:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:40/0 = 0 +3:40/0/texture_origin = Vector2i(0, -6) +3:40/0/y_sort_origin = -6 +3:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:40/0/physics_layer_0/angular_velocity = 0.0 +3:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:40/0 = 0 +4:40/0/texture_origin = Vector2i(0, -6) +4:40/0/y_sort_origin = -6 +4:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:40/0/physics_layer_0/angular_velocity = 0.0 +4:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:40/0 = 0 +5:40/0/texture_origin = Vector2i(0, -6) +5:40/0/y_sort_origin = -6 +5:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:40/0/physics_layer_0/angular_velocity = 0.0 +5:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:40/0 = 0 +6:40/0/texture_origin = Vector2i(0, -6) +6:40/0/y_sort_origin = -6 +6:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:40/0/physics_layer_0/angular_velocity = 0.0 +6:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:40/0 = 0 +7:40/0/texture_origin = Vector2i(0, -6) +7:40/0/y_sort_origin = -6 +7:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:40/0/physics_layer_0/angular_velocity = 0.0 +7:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:40/0 = 0 +8:40/0/texture_origin = Vector2i(0, -6) +8:40/0/y_sort_origin = -6 +8:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:40/0/physics_layer_0/angular_velocity = 0.0 +8:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:40/0 = 0 +9:40/0/texture_origin = Vector2i(0, -6) +9:40/0/y_sort_origin = -6 +9:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:40/0/physics_layer_0/angular_velocity = 0.0 +9:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:40/0 = 0 +10:40/0/texture_origin = Vector2i(0, -6) +10:40/0/y_sort_origin = -6 +10:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:40/0/physics_layer_0/angular_velocity = 0.0 +10:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:40/0 = 0 +11:40/0/texture_origin = Vector2i(0, -6) +11:40/0/y_sort_origin = -6 +11:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:40/0/physics_layer_0/angular_velocity = 0.0 +11:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:40/0 = 0 +12:40/0/texture_origin = Vector2i(0, -6) +12:40/0/y_sort_origin = -6 +12:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:40/0/physics_layer_0/angular_velocity = 0.0 +12:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:40/0 = 0 +13:40/0/texture_origin = Vector2i(0, -6) +13:40/0/y_sort_origin = -6 +13:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:40/0/physics_layer_0/angular_velocity = 0.0 +13:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:40/0 = 0 +14:40/0/texture_origin = Vector2i(0, -6) +14:40/0/y_sort_origin = -6 +14:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:40/0/physics_layer_0/angular_velocity = 0.0 +14:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:40/0 = 0 +15:40/0/texture_origin = Vector2i(0, -6) +15:40/0/y_sort_origin = -6 +15:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:40/0/physics_layer_0/angular_velocity = 0.0 +15:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:40/0 = 0 +16:40/0/texture_origin = Vector2i(0, -6) +16:40/0/y_sort_origin = -6 +16:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:40/0/physics_layer_0/angular_velocity = 0.0 +16:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:40/0 = 0 +17:40/0/texture_origin = Vector2i(0, -6) +17:40/0/y_sort_origin = -6 +17:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:40/0/physics_layer_0/angular_velocity = 0.0 +17:40/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:40/0 = 0 +18:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:40/0/physics_layer_0/angular_velocity = 0.0 +19:40/0 = 0 +19:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:40/0/physics_layer_0/angular_velocity = 0.0 +20:40/0 = 0 +20:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:40/0/physics_layer_0/angular_velocity = 0.0 +21:40/0 = 0 +21:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:40/0/physics_layer_0/angular_velocity = 0.0 +22:40/0 = 0 +22:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:40/0/physics_layer_0/angular_velocity = 0.0 +23:40/0 = 0 +23:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:40/0/physics_layer_0/angular_velocity = 0.0 +24:40/0 = 0 +24:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:40/0/physics_layer_0/angular_velocity = 0.0 +25:40/0 = 0 +25:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:40/0/physics_layer_0/angular_velocity = 0.0 +26:40/0 = 0 +26:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:40/0/physics_layer_0/angular_velocity = 0.0 +27:40/0 = 0 +27:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:40/0/physics_layer_0/angular_velocity = 0.0 +28:40/0 = 0 +28:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:40/0/physics_layer_0/angular_velocity = 0.0 +29:40/0 = 0 +29:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:40/0/physics_layer_0/angular_velocity = 0.0 +30:40/0 = 0 +30:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:40/0/physics_layer_0/angular_velocity = 0.0 +31:40/0 = 0 +31:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:40/0/physics_layer_0/angular_velocity = 0.0 +32:40/0 = 0 +32:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:40/0/physics_layer_0/angular_velocity = 0.0 +33:40/0 = 0 +33:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:40/0/physics_layer_0/angular_velocity = 0.0 +34:40/0 = 0 +34:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:40/0/physics_layer_0/angular_velocity = 0.0 +35:40/0 = 0 +35:40/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:40/0/physics_layer_0/angular_velocity = 0.0 +0:41/0 = 0 +0:41/0/texture_origin = Vector2i(0, -6) +0:41/0/y_sort_origin = -6 +0:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:41/0/physics_layer_0/angular_velocity = 0.0 +0:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:41/0 = 0 +1:41/0/texture_origin = Vector2i(0, -6) +1:41/0/y_sort_origin = -6 +1:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:41/0/physics_layer_0/angular_velocity = 0.0 +1:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:41/0 = 0 +2:41/0/texture_origin = Vector2i(0, -6) +2:41/0/y_sort_origin = -6 +2:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:41/0/physics_layer_0/angular_velocity = 0.0 +2:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:41/0 = 0 +3:41/0/texture_origin = Vector2i(0, -6) +3:41/0/y_sort_origin = -6 +3:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:41/0/physics_layer_0/angular_velocity = 0.0 +3:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:41/0 = 0 +4:41/0/texture_origin = Vector2i(0, -6) +4:41/0/y_sort_origin = -6 +4:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:41/0/physics_layer_0/angular_velocity = 0.0 +4:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:41/0 = 0 +5:41/0/texture_origin = Vector2i(0, -6) +5:41/0/y_sort_origin = -6 +5:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:41/0/physics_layer_0/angular_velocity = 0.0 +5:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:41/0 = 0 +6:41/0/texture_origin = Vector2i(0, -6) +6:41/0/y_sort_origin = -6 +6:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:41/0/physics_layer_0/angular_velocity = 0.0 +6:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:41/0 = 0 +7:41/0/texture_origin = Vector2i(0, -6) +7:41/0/y_sort_origin = -6 +7:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:41/0/physics_layer_0/angular_velocity = 0.0 +7:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:41/0 = 0 +8:41/0/texture_origin = Vector2i(0, -6) +8:41/0/y_sort_origin = -6 +8:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:41/0/physics_layer_0/angular_velocity = 0.0 +8:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:41/0 = 0 +9:41/0/texture_origin = Vector2i(0, -6) +9:41/0/y_sort_origin = -6 +9:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:41/0/physics_layer_0/angular_velocity = 0.0 +9:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:41/0 = 0 +10:41/0/texture_origin = Vector2i(0, -6) +10:41/0/y_sort_origin = -6 +10:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:41/0/physics_layer_0/angular_velocity = 0.0 +10:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:41/0 = 0 +11:41/0/texture_origin = Vector2i(0, -6) +11:41/0/y_sort_origin = -6 +11:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:41/0/physics_layer_0/angular_velocity = 0.0 +11:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:41/0 = 0 +12:41/0/texture_origin = Vector2i(0, -6) +12:41/0/y_sort_origin = -6 +12:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:41/0/physics_layer_0/angular_velocity = 0.0 +12:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:41/0 = 0 +13:41/0/texture_origin = Vector2i(0, -6) +13:41/0/y_sort_origin = -6 +13:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:41/0/physics_layer_0/angular_velocity = 0.0 +13:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:41/0 = 0 +14:41/0/texture_origin = Vector2i(0, -6) +14:41/0/y_sort_origin = -6 +14:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:41/0/physics_layer_0/angular_velocity = 0.0 +14:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:41/0 = 0 +15:41/0/texture_origin = Vector2i(0, -6) +15:41/0/y_sort_origin = -6 +15:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:41/0/physics_layer_0/angular_velocity = 0.0 +15:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:41/0 = 0 +16:41/0/texture_origin = Vector2i(0, -6) +16:41/0/y_sort_origin = -6 +16:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:41/0/physics_layer_0/angular_velocity = 0.0 +16:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:41/0 = 0 +17:41/0/texture_origin = Vector2i(0, -6) +17:41/0/y_sort_origin = -6 +17:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:41/0/physics_layer_0/angular_velocity = 0.0 +17:41/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:41/0 = 0 +18:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:41/0/physics_layer_0/angular_velocity = 0.0 +19:41/0 = 0 +19:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:41/0/physics_layer_0/angular_velocity = 0.0 +20:41/0 = 0 +20:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:41/0/physics_layer_0/angular_velocity = 0.0 +21:41/0 = 0 +21:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:41/0/physics_layer_0/angular_velocity = 0.0 +22:41/0 = 0 +22:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:41/0/physics_layer_0/angular_velocity = 0.0 +23:41/0 = 0 +23:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:41/0/physics_layer_0/angular_velocity = 0.0 +24:41/0 = 0 +24:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:41/0/physics_layer_0/angular_velocity = 0.0 +25:41/0 = 0 +25:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:41/0/physics_layer_0/angular_velocity = 0.0 +26:41/0 = 0 +26:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:41/0/physics_layer_0/angular_velocity = 0.0 +27:41/0 = 0 +27:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:41/0/physics_layer_0/angular_velocity = 0.0 +28:41/0 = 0 +28:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:41/0/physics_layer_0/angular_velocity = 0.0 +29:41/0 = 0 +29:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:41/0/physics_layer_0/angular_velocity = 0.0 +30:41/0 = 0 +30:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:41/0/physics_layer_0/angular_velocity = 0.0 +31:41/0 = 0 +31:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:41/0/physics_layer_0/angular_velocity = 0.0 +32:41/0 = 0 +32:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:41/0/physics_layer_0/angular_velocity = 0.0 +33:41/0 = 0 +33:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:41/0/physics_layer_0/angular_velocity = 0.0 +34:41/0 = 0 +34:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:41/0/physics_layer_0/angular_velocity = 0.0 +35:41/0 = 0 +35:41/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:41/0/physics_layer_0/angular_velocity = 0.0 +0:42/0 = 0 +0:42/0/texture_origin = Vector2i(0, -6) +0:42/0/y_sort_origin = -6 +0:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:42/0/physics_layer_0/angular_velocity = 0.0 +0:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:42/0 = 0 +1:42/0/texture_origin = Vector2i(0, -6) +1:42/0/y_sort_origin = -6 +1:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:42/0/physics_layer_0/angular_velocity = 0.0 +1:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:42/0 = 0 +2:42/0/texture_origin = Vector2i(0, -6) +2:42/0/y_sort_origin = -6 +2:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:42/0/physics_layer_0/angular_velocity = 0.0 +2:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:42/0 = 0 +3:42/0/texture_origin = Vector2i(0, -6) +3:42/0/y_sort_origin = -6 +3:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:42/0/physics_layer_0/angular_velocity = 0.0 +3:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:42/0 = 0 +4:42/0/texture_origin = Vector2i(0, -6) +4:42/0/y_sort_origin = -6 +4:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:42/0/physics_layer_0/angular_velocity = 0.0 +4:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:42/0 = 0 +5:42/0/texture_origin = Vector2i(0, -6) +5:42/0/y_sort_origin = -6 +5:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:42/0/physics_layer_0/angular_velocity = 0.0 +5:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:42/0 = 0 +6:42/0/texture_origin = Vector2i(0, -6) +6:42/0/y_sort_origin = -6 +6:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:42/0/physics_layer_0/angular_velocity = 0.0 +6:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:42/0 = 0 +7:42/0/texture_origin = Vector2i(0, -6) +7:42/0/y_sort_origin = -6 +7:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:42/0/physics_layer_0/angular_velocity = 0.0 +7:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:42/0 = 0 +8:42/0/texture_origin = Vector2i(0, -6) +8:42/0/y_sort_origin = -6 +8:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:42/0/physics_layer_0/angular_velocity = 0.0 +8:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:42/0 = 0 +9:42/0/texture_origin = Vector2i(0, -6) +9:42/0/y_sort_origin = -6 +9:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:42/0/physics_layer_0/angular_velocity = 0.0 +9:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:42/0 = 0 +10:42/0/texture_origin = Vector2i(0, -6) +10:42/0/y_sort_origin = -6 +10:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:42/0/physics_layer_0/angular_velocity = 0.0 +10:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:42/0 = 0 +11:42/0/texture_origin = Vector2i(0, -6) +11:42/0/y_sort_origin = -6 +11:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:42/0/physics_layer_0/angular_velocity = 0.0 +11:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:42/0 = 0 +12:42/0/texture_origin = Vector2i(0, -6) +12:42/0/y_sort_origin = -6 +12:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:42/0/physics_layer_0/angular_velocity = 0.0 +12:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:42/0 = 0 +13:42/0/texture_origin = Vector2i(0, -6) +13:42/0/y_sort_origin = -6 +13:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:42/0/physics_layer_0/angular_velocity = 0.0 +13:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:42/0 = 0 +14:42/0/texture_origin = Vector2i(0, -6) +14:42/0/y_sort_origin = -6 +14:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:42/0/physics_layer_0/angular_velocity = 0.0 +14:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:42/0 = 0 +15:42/0/texture_origin = Vector2i(0, -6) +15:42/0/y_sort_origin = -6 +15:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:42/0/physics_layer_0/angular_velocity = 0.0 +15:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:42/0 = 0 +16:42/0/texture_origin = Vector2i(0, -6) +16:42/0/y_sort_origin = -6 +16:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:42/0/physics_layer_0/angular_velocity = 0.0 +16:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:42/0 = 0 +17:42/0/texture_origin = Vector2i(0, -6) +17:42/0/y_sort_origin = -6 +17:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:42/0/physics_layer_0/angular_velocity = 0.0 +17:42/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:42/0 = 0 +18:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:42/0/physics_layer_0/angular_velocity = 0.0 +19:42/0 = 0 +19:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:42/0/physics_layer_0/angular_velocity = 0.0 +20:42/0 = 0 +20:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:42/0/physics_layer_0/angular_velocity = 0.0 +21:42/0 = 0 +21:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:42/0/physics_layer_0/angular_velocity = 0.0 +22:42/0 = 0 +22:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:42/0/physics_layer_0/angular_velocity = 0.0 +23:42/0 = 0 +23:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:42/0/physics_layer_0/angular_velocity = 0.0 +24:42/0 = 0 +24:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:42/0/physics_layer_0/angular_velocity = 0.0 +25:42/0 = 0 +25:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:42/0/physics_layer_0/angular_velocity = 0.0 +26:42/0 = 0 +26:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:42/0/physics_layer_0/angular_velocity = 0.0 +27:42/0 = 0 +27:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:42/0/physics_layer_0/angular_velocity = 0.0 +28:42/0 = 0 +28:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:42/0/physics_layer_0/angular_velocity = 0.0 +29:42/0 = 0 +29:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:42/0/physics_layer_0/angular_velocity = 0.0 +30:42/0 = 0 +30:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:42/0/physics_layer_0/angular_velocity = 0.0 +31:42/0 = 0 +31:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:42/0/physics_layer_0/angular_velocity = 0.0 +32:42/0 = 0 +32:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:42/0/physics_layer_0/angular_velocity = 0.0 +33:42/0 = 0 +33:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:42/0/physics_layer_0/angular_velocity = 0.0 +34:42/0 = 0 +34:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:42/0/physics_layer_0/angular_velocity = 0.0 +35:42/0 = 0 +35:42/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:42/0/physics_layer_0/angular_velocity = 0.0 +0:43/0 = 0 +0:43/0/texture_origin = Vector2i(0, -6) +0:43/0/y_sort_origin = -6 +0:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:43/0/physics_layer_0/angular_velocity = 0.0 +0:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:43/0 = 0 +1:43/0/texture_origin = Vector2i(0, -6) +1:43/0/y_sort_origin = -6 +1:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:43/0/physics_layer_0/angular_velocity = 0.0 +1:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:43/0 = 0 +2:43/0/texture_origin = Vector2i(0, -6) +2:43/0/y_sort_origin = -6 +2:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:43/0/physics_layer_0/angular_velocity = 0.0 +2:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:43/0 = 0 +3:43/0/texture_origin = Vector2i(0, -6) +3:43/0/y_sort_origin = -6 +3:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:43/0/physics_layer_0/angular_velocity = 0.0 +3:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:43/0 = 0 +4:43/0/texture_origin = Vector2i(0, -6) +4:43/0/y_sort_origin = -6 +4:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:43/0/physics_layer_0/angular_velocity = 0.0 +4:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:43/0 = 0 +5:43/0/texture_origin = Vector2i(0, -6) +5:43/0/y_sort_origin = -6 +5:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:43/0/physics_layer_0/angular_velocity = 0.0 +5:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:43/0 = 0 +6:43/0/texture_origin = Vector2i(0, -6) +6:43/0/y_sort_origin = -6 +6:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:43/0/physics_layer_0/angular_velocity = 0.0 +6:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:43/0 = 0 +7:43/0/texture_origin = Vector2i(0, -6) +7:43/0/y_sort_origin = -6 +7:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:43/0/physics_layer_0/angular_velocity = 0.0 +7:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:43/0 = 0 +8:43/0/texture_origin = Vector2i(0, -6) +8:43/0/y_sort_origin = -6 +8:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:43/0/physics_layer_0/angular_velocity = 0.0 +8:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:43/0 = 0 +9:43/0/texture_origin = Vector2i(0, -6) +9:43/0/y_sort_origin = -6 +9:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:43/0/physics_layer_0/angular_velocity = 0.0 +9:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:43/0 = 0 +10:43/0/texture_origin = Vector2i(0, -6) +10:43/0/y_sort_origin = -6 +10:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:43/0/physics_layer_0/angular_velocity = 0.0 +10:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:43/0 = 0 +11:43/0/texture_origin = Vector2i(0, -6) +11:43/0/y_sort_origin = -6 +11:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:43/0/physics_layer_0/angular_velocity = 0.0 +11:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:43/0 = 0 +12:43/0/texture_origin = Vector2i(0, -6) +12:43/0/y_sort_origin = -6 +12:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:43/0/physics_layer_0/angular_velocity = 0.0 +12:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:43/0 = 0 +13:43/0/texture_origin = Vector2i(0, -6) +13:43/0/y_sort_origin = -6 +13:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:43/0/physics_layer_0/angular_velocity = 0.0 +13:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:43/0 = 0 +14:43/0/texture_origin = Vector2i(0, -6) +14:43/0/y_sort_origin = -6 +14:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:43/0/physics_layer_0/angular_velocity = 0.0 +14:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:43/0 = 0 +15:43/0/texture_origin = Vector2i(0, -6) +15:43/0/y_sort_origin = -6 +15:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:43/0/physics_layer_0/angular_velocity = 0.0 +15:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:43/0 = 0 +16:43/0/texture_origin = Vector2i(0, -6) +16:43/0/y_sort_origin = -6 +16:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:43/0/physics_layer_0/angular_velocity = 0.0 +16:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:43/0 = 0 +17:43/0/texture_origin = Vector2i(0, -6) +17:43/0/y_sort_origin = -6 +17:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:43/0/physics_layer_0/angular_velocity = 0.0 +17:43/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:43/0 = 0 +18:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:43/0/physics_layer_0/angular_velocity = 0.0 +19:43/0 = 0 +19:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:43/0/physics_layer_0/angular_velocity = 0.0 +20:43/0 = 0 +20:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:43/0/physics_layer_0/angular_velocity = 0.0 +21:43/0 = 0 +21:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:43/0/physics_layer_0/angular_velocity = 0.0 +22:43/0 = 0 +22:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:43/0/physics_layer_0/angular_velocity = 0.0 +23:43/0 = 0 +23:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:43/0/physics_layer_0/angular_velocity = 0.0 +24:43/0 = 0 +24:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:43/0/physics_layer_0/angular_velocity = 0.0 +25:43/0 = 0 +25:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:43/0/physics_layer_0/angular_velocity = 0.0 +26:43/0 = 0 +26:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:43/0/physics_layer_0/angular_velocity = 0.0 +27:43/0 = 0 +27:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:43/0/physics_layer_0/angular_velocity = 0.0 +28:43/0 = 0 +28:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:43/0/physics_layer_0/angular_velocity = 0.0 +29:43/0 = 0 +29:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:43/0/physics_layer_0/angular_velocity = 0.0 +30:43/0 = 0 +30:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:43/0/physics_layer_0/angular_velocity = 0.0 +31:43/0 = 0 +31:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:43/0/physics_layer_0/angular_velocity = 0.0 +32:43/0 = 0 +32:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:43/0/physics_layer_0/angular_velocity = 0.0 +33:43/0 = 0 +33:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:43/0/physics_layer_0/angular_velocity = 0.0 +34:43/0 = 0 +34:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:43/0/physics_layer_0/angular_velocity = 0.0 +35:43/0 = 0 +35:43/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:43/0/physics_layer_0/angular_velocity = 0.0 +0:44/0 = 0 +0:44/0/texture_origin = Vector2i(0, -6) +0:44/0/y_sort_origin = -6 +0:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:44/0/physics_layer_0/angular_velocity = 0.0 +0:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:44/0 = 0 +1:44/0/texture_origin = Vector2i(0, -6) +1:44/0/y_sort_origin = -6 +1:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:44/0/physics_layer_0/angular_velocity = 0.0 +1:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:44/0 = 0 +2:44/0/texture_origin = Vector2i(0, -6) +2:44/0/y_sort_origin = -6 +2:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:44/0/physics_layer_0/angular_velocity = 0.0 +2:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:44/0 = 0 +3:44/0/texture_origin = Vector2i(0, -6) +3:44/0/y_sort_origin = -6 +3:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:44/0/physics_layer_0/angular_velocity = 0.0 +3:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:44/0 = 0 +4:44/0/texture_origin = Vector2i(0, -6) +4:44/0/y_sort_origin = -6 +4:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:44/0/physics_layer_0/angular_velocity = 0.0 +4:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:44/0 = 0 +5:44/0/texture_origin = Vector2i(0, -6) +5:44/0/y_sort_origin = -6 +5:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:44/0/physics_layer_0/angular_velocity = 0.0 +5:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:44/0 = 0 +6:44/0/texture_origin = Vector2i(0, -6) +6:44/0/y_sort_origin = -6 +6:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:44/0/physics_layer_0/angular_velocity = 0.0 +6:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:44/0 = 0 +7:44/0/texture_origin = Vector2i(0, -6) +7:44/0/y_sort_origin = -6 +7:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:44/0/physics_layer_0/angular_velocity = 0.0 +7:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:44/0 = 0 +8:44/0/texture_origin = Vector2i(0, -6) +8:44/0/y_sort_origin = -6 +8:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:44/0/physics_layer_0/angular_velocity = 0.0 +8:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:44/0 = 0 +9:44/0/texture_origin = Vector2i(0, -6) +9:44/0/y_sort_origin = -6 +9:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:44/0/physics_layer_0/angular_velocity = 0.0 +9:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:44/0 = 0 +10:44/0/texture_origin = Vector2i(0, -6) +10:44/0/y_sort_origin = -6 +10:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:44/0/physics_layer_0/angular_velocity = 0.0 +10:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:44/0 = 0 +11:44/0/texture_origin = Vector2i(0, -6) +11:44/0/y_sort_origin = -6 +11:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:44/0/physics_layer_0/angular_velocity = 0.0 +11:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:44/0 = 0 +12:44/0/texture_origin = Vector2i(0, -6) +12:44/0/y_sort_origin = -6 +12:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:44/0/physics_layer_0/angular_velocity = 0.0 +12:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:44/0 = 0 +13:44/0/texture_origin = Vector2i(0, -6) +13:44/0/y_sort_origin = -6 +13:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:44/0/physics_layer_0/angular_velocity = 0.0 +13:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:44/0 = 0 +14:44/0/texture_origin = Vector2i(0, -6) +14:44/0/y_sort_origin = -6 +14:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:44/0/physics_layer_0/angular_velocity = 0.0 +14:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:44/0 = 0 +15:44/0/texture_origin = Vector2i(0, -6) +15:44/0/y_sort_origin = -6 +15:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:44/0/physics_layer_0/angular_velocity = 0.0 +15:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:44/0 = 0 +16:44/0/texture_origin = Vector2i(0, -6) +16:44/0/y_sort_origin = -6 +16:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:44/0/physics_layer_0/angular_velocity = 0.0 +16:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:44/0 = 0 +17:44/0/texture_origin = Vector2i(0, -6) +17:44/0/y_sort_origin = -6 +17:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:44/0/physics_layer_0/angular_velocity = 0.0 +17:44/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:44/0 = 0 +18:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:44/0/physics_layer_0/angular_velocity = 0.0 +19:44/0 = 0 +19:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:44/0/physics_layer_0/angular_velocity = 0.0 +20:44/0 = 0 +20:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:44/0/physics_layer_0/angular_velocity = 0.0 +21:44/0 = 0 +21:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:44/0/physics_layer_0/angular_velocity = 0.0 +22:44/0 = 0 +22:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:44/0/physics_layer_0/angular_velocity = 0.0 +23:44/0 = 0 +23:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:44/0/physics_layer_0/angular_velocity = 0.0 +24:44/0 = 0 +24:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:44/0/physics_layer_0/angular_velocity = 0.0 +25:44/0 = 0 +25:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:44/0/physics_layer_0/angular_velocity = 0.0 +26:44/0 = 0 +26:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:44/0/physics_layer_0/angular_velocity = 0.0 +27:44/0 = 0 +27:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:44/0/physics_layer_0/angular_velocity = 0.0 +28:44/0 = 0 +28:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:44/0/physics_layer_0/angular_velocity = 0.0 +29:44/0 = 0 +29:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:44/0/physics_layer_0/angular_velocity = 0.0 +30:44/0 = 0 +30:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:44/0/physics_layer_0/angular_velocity = 0.0 +31:44/0 = 0 +31:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:44/0/physics_layer_0/angular_velocity = 0.0 +32:44/0 = 0 +32:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:44/0/physics_layer_0/angular_velocity = 0.0 +33:44/0 = 0 +33:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:44/0/physics_layer_0/angular_velocity = 0.0 +34:44/0 = 0 +34:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:44/0/physics_layer_0/angular_velocity = 0.0 +35:44/0 = 0 +35:44/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:44/0/physics_layer_0/angular_velocity = 0.0 +0:45/0 = 0 +0:45/0/texture_origin = Vector2i(0, -6) +0:45/0/y_sort_origin = -6 +0:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:45/0/physics_layer_0/angular_velocity = 0.0 +0:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:45/0 = 0 +1:45/0/texture_origin = Vector2i(0, -6) +1:45/0/y_sort_origin = -6 +1:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:45/0/physics_layer_0/angular_velocity = 0.0 +1:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:45/0 = 0 +2:45/0/texture_origin = Vector2i(0, -6) +2:45/0/y_sort_origin = -6 +2:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:45/0/physics_layer_0/angular_velocity = 0.0 +2:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:45/0 = 0 +3:45/0/texture_origin = Vector2i(0, -6) +3:45/0/y_sort_origin = -6 +3:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:45/0/physics_layer_0/angular_velocity = 0.0 +3:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:45/0 = 0 +4:45/0/texture_origin = Vector2i(0, -6) +4:45/0/y_sort_origin = -6 +4:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:45/0/physics_layer_0/angular_velocity = 0.0 +4:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:45/0 = 0 +5:45/0/texture_origin = Vector2i(0, -6) +5:45/0/y_sort_origin = -6 +5:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:45/0/physics_layer_0/angular_velocity = 0.0 +5:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:45/0 = 0 +6:45/0/texture_origin = Vector2i(0, -6) +6:45/0/y_sort_origin = -6 +6:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:45/0/physics_layer_0/angular_velocity = 0.0 +6:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:45/0 = 0 +7:45/0/texture_origin = Vector2i(0, -6) +7:45/0/y_sort_origin = -6 +7:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:45/0/physics_layer_0/angular_velocity = 0.0 +7:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:45/0 = 0 +8:45/0/texture_origin = Vector2i(0, -6) +8:45/0/y_sort_origin = -6 +8:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:45/0/physics_layer_0/angular_velocity = 0.0 +8:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:45/0 = 0 +9:45/0/texture_origin = Vector2i(0, -6) +9:45/0/y_sort_origin = -6 +9:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:45/0/physics_layer_0/angular_velocity = 0.0 +9:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:45/0 = 0 +10:45/0/texture_origin = Vector2i(0, -6) +10:45/0/y_sort_origin = -6 +10:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:45/0/physics_layer_0/angular_velocity = 0.0 +10:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:45/0 = 0 +11:45/0/texture_origin = Vector2i(0, -6) +11:45/0/y_sort_origin = -6 +11:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:45/0/physics_layer_0/angular_velocity = 0.0 +11:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:45/0 = 0 +12:45/0/texture_origin = Vector2i(0, -6) +12:45/0/y_sort_origin = -6 +12:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:45/0/physics_layer_0/angular_velocity = 0.0 +12:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:45/0 = 0 +13:45/0/texture_origin = Vector2i(0, -6) +13:45/0/y_sort_origin = -6 +13:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:45/0/physics_layer_0/angular_velocity = 0.0 +13:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:45/0 = 0 +14:45/0/texture_origin = Vector2i(0, -6) +14:45/0/y_sort_origin = -6 +14:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:45/0/physics_layer_0/angular_velocity = 0.0 +14:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:45/0 = 0 +15:45/0/texture_origin = Vector2i(0, -6) +15:45/0/y_sort_origin = -6 +15:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:45/0/physics_layer_0/angular_velocity = 0.0 +15:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:45/0 = 0 +16:45/0/texture_origin = Vector2i(0, -6) +16:45/0/y_sort_origin = -6 +16:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:45/0/physics_layer_0/angular_velocity = 0.0 +16:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:45/0 = 0 +17:45/0/texture_origin = Vector2i(0, -6) +17:45/0/y_sort_origin = -6 +17:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:45/0/physics_layer_0/angular_velocity = 0.0 +17:45/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:45/0 = 0 +18:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:45/0/physics_layer_0/angular_velocity = 0.0 +19:45/0 = 0 +19:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:45/0/physics_layer_0/angular_velocity = 0.0 +20:45/0 = 0 +20:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:45/0/physics_layer_0/angular_velocity = 0.0 +21:45/0 = 0 +21:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:45/0/physics_layer_0/angular_velocity = 0.0 +22:45/0 = 0 +22:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:45/0/physics_layer_0/angular_velocity = 0.0 +23:45/0 = 0 +23:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:45/0/physics_layer_0/angular_velocity = 0.0 +24:45/0 = 0 +24:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:45/0/physics_layer_0/angular_velocity = 0.0 +25:45/0 = 0 +25:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:45/0/physics_layer_0/angular_velocity = 0.0 +26:45/0 = 0 +26:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:45/0/physics_layer_0/angular_velocity = 0.0 +27:45/0 = 0 +27:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:45/0/physics_layer_0/angular_velocity = 0.0 +28:45/0 = 0 +28:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:45/0/physics_layer_0/angular_velocity = 0.0 +29:45/0 = 0 +29:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:45/0/physics_layer_0/angular_velocity = 0.0 +30:45/0 = 0 +30:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:45/0/physics_layer_0/angular_velocity = 0.0 +31:45/0 = 0 +31:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:45/0/physics_layer_0/angular_velocity = 0.0 +32:45/0 = 0 +32:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:45/0/physics_layer_0/angular_velocity = 0.0 +33:45/0 = 0 +33:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:45/0/physics_layer_0/angular_velocity = 0.0 +34:45/0 = 0 +34:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:45/0/physics_layer_0/angular_velocity = 0.0 +35:45/0 = 0 +35:45/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:45/0/physics_layer_0/angular_velocity = 0.0 +0:46/0 = 0 +0:46/0/texture_origin = Vector2i(0, -6) +0:46/0/y_sort_origin = -6 +0:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:46/0/physics_layer_0/angular_velocity = 0.0 +0:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:46/0 = 0 +1:46/0/texture_origin = Vector2i(0, -6) +1:46/0/y_sort_origin = -6 +1:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:46/0/physics_layer_0/angular_velocity = 0.0 +1:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:46/0 = 0 +2:46/0/texture_origin = Vector2i(0, -6) +2:46/0/y_sort_origin = -6 +2:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:46/0/physics_layer_0/angular_velocity = 0.0 +2:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:46/0 = 0 +3:46/0/texture_origin = Vector2i(0, -6) +3:46/0/y_sort_origin = -6 +3:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:46/0/physics_layer_0/angular_velocity = 0.0 +3:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:46/0 = 0 +4:46/0/texture_origin = Vector2i(0, -6) +4:46/0/y_sort_origin = -6 +4:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:46/0/physics_layer_0/angular_velocity = 0.0 +4:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:46/0 = 0 +5:46/0/texture_origin = Vector2i(0, -6) +5:46/0/y_sort_origin = -6 +5:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:46/0/physics_layer_0/angular_velocity = 0.0 +5:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:46/0 = 0 +6:46/0/texture_origin = Vector2i(0, -6) +6:46/0/y_sort_origin = -6 +6:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:46/0/physics_layer_0/angular_velocity = 0.0 +6:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:46/0 = 0 +7:46/0/texture_origin = Vector2i(0, -6) +7:46/0/y_sort_origin = -6 +7:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:46/0/physics_layer_0/angular_velocity = 0.0 +7:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:46/0 = 0 +8:46/0/texture_origin = Vector2i(0, -6) +8:46/0/y_sort_origin = -6 +8:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:46/0/physics_layer_0/angular_velocity = 0.0 +8:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:46/0 = 0 +9:46/0/texture_origin = Vector2i(0, -6) +9:46/0/y_sort_origin = -6 +9:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:46/0/physics_layer_0/angular_velocity = 0.0 +9:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:46/0 = 0 +10:46/0/texture_origin = Vector2i(0, -6) +10:46/0/y_sort_origin = -6 +10:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:46/0/physics_layer_0/angular_velocity = 0.0 +10:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:46/0 = 0 +11:46/0/texture_origin = Vector2i(0, -6) +11:46/0/y_sort_origin = -6 +11:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:46/0/physics_layer_0/angular_velocity = 0.0 +11:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:46/0 = 0 +12:46/0/texture_origin = Vector2i(0, -6) +12:46/0/y_sort_origin = -6 +12:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:46/0/physics_layer_0/angular_velocity = 0.0 +12:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:46/0 = 0 +13:46/0/texture_origin = Vector2i(0, -6) +13:46/0/y_sort_origin = -6 +13:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:46/0/physics_layer_0/angular_velocity = 0.0 +13:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:46/0 = 0 +14:46/0/texture_origin = Vector2i(0, -6) +14:46/0/y_sort_origin = -6 +14:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:46/0/physics_layer_0/angular_velocity = 0.0 +14:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:46/0 = 0 +15:46/0/texture_origin = Vector2i(0, -6) +15:46/0/y_sort_origin = -6 +15:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:46/0/physics_layer_0/angular_velocity = 0.0 +15:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:46/0 = 0 +16:46/0/texture_origin = Vector2i(0, -6) +16:46/0/y_sort_origin = -6 +16:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:46/0/physics_layer_0/angular_velocity = 0.0 +16:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:46/0 = 0 +17:46/0/texture_origin = Vector2i(0, -6) +17:46/0/y_sort_origin = -6 +17:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:46/0/physics_layer_0/angular_velocity = 0.0 +17:46/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:46/0 = 0 +18:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:46/0/physics_layer_0/angular_velocity = 0.0 +19:46/0 = 0 +19:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:46/0/physics_layer_0/angular_velocity = 0.0 +20:46/0 = 0 +20:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:46/0/physics_layer_0/angular_velocity = 0.0 +21:46/0 = 0 +21:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:46/0/physics_layer_0/angular_velocity = 0.0 +22:46/0 = 0 +22:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:46/0/physics_layer_0/angular_velocity = 0.0 +23:46/0 = 0 +23:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:46/0/physics_layer_0/angular_velocity = 0.0 +24:46/0 = 0 +24:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:46/0/physics_layer_0/angular_velocity = 0.0 +25:46/0 = 0 +25:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:46/0/physics_layer_0/angular_velocity = 0.0 +26:46/0 = 0 +26:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:46/0/physics_layer_0/angular_velocity = 0.0 +27:46/0 = 0 +27:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:46/0/physics_layer_0/angular_velocity = 0.0 +28:46/0 = 0 +28:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:46/0/physics_layer_0/angular_velocity = 0.0 +29:46/0 = 0 +29:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:46/0/physics_layer_0/angular_velocity = 0.0 +30:46/0 = 0 +30:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:46/0/physics_layer_0/angular_velocity = 0.0 +31:46/0 = 0 +31:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:46/0/physics_layer_0/angular_velocity = 0.0 +32:46/0 = 0 +32:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:46/0/physics_layer_0/angular_velocity = 0.0 +33:46/0 = 0 +33:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:46/0/physics_layer_0/angular_velocity = 0.0 +34:46/0 = 0 +34:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:46/0/physics_layer_0/angular_velocity = 0.0 +35:46/0 = 0 +35:46/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:46/0/physics_layer_0/angular_velocity = 0.0 +0:47/0 = 0 +0:47/0/texture_origin = Vector2i(0, -6) +0:47/0/y_sort_origin = -6 +0:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:47/0/physics_layer_0/angular_velocity = 0.0 +0:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:47/0 = 0 +1:47/0/texture_origin = Vector2i(0, -6) +1:47/0/y_sort_origin = -6 +1:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:47/0/physics_layer_0/angular_velocity = 0.0 +1:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:47/0 = 0 +2:47/0/texture_origin = Vector2i(0, -6) +2:47/0/y_sort_origin = -6 +2:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:47/0/physics_layer_0/angular_velocity = 0.0 +2:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:47/0 = 0 +3:47/0/texture_origin = Vector2i(0, -6) +3:47/0/y_sort_origin = -6 +3:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:47/0/physics_layer_0/angular_velocity = 0.0 +3:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:47/0 = 0 +4:47/0/texture_origin = Vector2i(0, -6) +4:47/0/y_sort_origin = -6 +4:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:47/0/physics_layer_0/angular_velocity = 0.0 +4:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:47/0 = 0 +5:47/0/texture_origin = Vector2i(0, -6) +5:47/0/y_sort_origin = -6 +5:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:47/0/physics_layer_0/angular_velocity = 0.0 +5:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:47/0 = 0 +6:47/0/texture_origin = Vector2i(0, -6) +6:47/0/y_sort_origin = -6 +6:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:47/0/physics_layer_0/angular_velocity = 0.0 +6:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:47/0 = 0 +7:47/0/texture_origin = Vector2i(0, -6) +7:47/0/y_sort_origin = -6 +7:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:47/0/physics_layer_0/angular_velocity = 0.0 +7:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:47/0 = 0 +8:47/0/texture_origin = Vector2i(0, -6) +8:47/0/y_sort_origin = -6 +8:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:47/0/physics_layer_0/angular_velocity = 0.0 +8:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:47/0 = 0 +9:47/0/texture_origin = Vector2i(0, -6) +9:47/0/y_sort_origin = -6 +9:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:47/0/physics_layer_0/angular_velocity = 0.0 +9:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:47/0 = 0 +10:47/0/texture_origin = Vector2i(0, -6) +10:47/0/y_sort_origin = -6 +10:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:47/0/physics_layer_0/angular_velocity = 0.0 +10:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:47/0 = 0 +11:47/0/texture_origin = Vector2i(0, -6) +11:47/0/y_sort_origin = -6 +11:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:47/0/physics_layer_0/angular_velocity = 0.0 +11:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:47/0 = 0 +12:47/0/texture_origin = Vector2i(0, -6) +12:47/0/y_sort_origin = -6 +12:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:47/0/physics_layer_0/angular_velocity = 0.0 +12:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:47/0 = 0 +13:47/0/texture_origin = Vector2i(0, -6) +13:47/0/y_sort_origin = -6 +13:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:47/0/physics_layer_0/angular_velocity = 0.0 +13:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:47/0 = 0 +14:47/0/texture_origin = Vector2i(0, -6) +14:47/0/y_sort_origin = -6 +14:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:47/0/physics_layer_0/angular_velocity = 0.0 +14:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:47/0 = 0 +15:47/0/texture_origin = Vector2i(0, -6) +15:47/0/y_sort_origin = -6 +15:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:47/0/physics_layer_0/angular_velocity = 0.0 +15:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:47/0 = 0 +16:47/0/texture_origin = Vector2i(0, -6) +16:47/0/y_sort_origin = -6 +16:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:47/0/physics_layer_0/angular_velocity = 0.0 +16:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:47/0 = 0 +17:47/0/texture_origin = Vector2i(0, -6) +17:47/0/y_sort_origin = -6 +17:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:47/0/physics_layer_0/angular_velocity = 0.0 +17:47/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:47/0 = 0 +18:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:47/0/physics_layer_0/angular_velocity = 0.0 +19:47/0 = 0 +19:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:47/0/physics_layer_0/angular_velocity = 0.0 +20:47/0 = 0 +20:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:47/0/physics_layer_0/angular_velocity = 0.0 +21:47/0 = 0 +21:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:47/0/physics_layer_0/angular_velocity = 0.0 +22:47/0 = 0 +22:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:47/0/physics_layer_0/angular_velocity = 0.0 +23:47/0 = 0 +23:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:47/0/physics_layer_0/angular_velocity = 0.0 +24:47/0 = 0 +24:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:47/0/physics_layer_0/angular_velocity = 0.0 +25:47/0 = 0 +25:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:47/0/physics_layer_0/angular_velocity = 0.0 +26:47/0 = 0 +26:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:47/0/physics_layer_0/angular_velocity = 0.0 +27:47/0 = 0 +27:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:47/0/physics_layer_0/angular_velocity = 0.0 +28:47/0 = 0 +28:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:47/0/physics_layer_0/angular_velocity = 0.0 +29:47/0 = 0 +29:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:47/0/physics_layer_0/angular_velocity = 0.0 +30:47/0 = 0 +30:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:47/0/physics_layer_0/angular_velocity = 0.0 +31:47/0 = 0 +31:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:47/0/physics_layer_0/angular_velocity = 0.0 +32:47/0 = 0 +32:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:47/0/physics_layer_0/angular_velocity = 0.0 +33:47/0 = 0 +33:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:47/0/physics_layer_0/angular_velocity = 0.0 +34:47/0 = 0 +34:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:47/0/physics_layer_0/angular_velocity = 0.0 +35:47/0 = 0 +35:47/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:47/0/physics_layer_0/angular_velocity = 0.0 +0:48/0 = 0 +0:48/0/texture_origin = Vector2i(0, -6) +0:48/0/y_sort_origin = -6 +0:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:48/0/physics_layer_0/angular_velocity = 0.0 +0:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:48/0 = 0 +1:48/0/texture_origin = Vector2i(0, -6) +1:48/0/y_sort_origin = -6 +1:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:48/0/physics_layer_0/angular_velocity = 0.0 +1:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:48/0 = 0 +2:48/0/texture_origin = Vector2i(0, -6) +2:48/0/y_sort_origin = -6 +2:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:48/0/physics_layer_0/angular_velocity = 0.0 +2:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:48/0 = 0 +3:48/0/texture_origin = Vector2i(0, -6) +3:48/0/y_sort_origin = -6 +3:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:48/0/physics_layer_0/angular_velocity = 0.0 +3:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:48/0 = 0 +4:48/0/texture_origin = Vector2i(0, -6) +4:48/0/y_sort_origin = -6 +4:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:48/0/physics_layer_0/angular_velocity = 0.0 +4:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:48/0 = 0 +5:48/0/texture_origin = Vector2i(0, -6) +5:48/0/y_sort_origin = -6 +5:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:48/0/physics_layer_0/angular_velocity = 0.0 +5:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:48/0 = 0 +6:48/0/texture_origin = Vector2i(0, -6) +6:48/0/y_sort_origin = -6 +6:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:48/0/physics_layer_0/angular_velocity = 0.0 +6:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:48/0 = 0 +7:48/0/texture_origin = Vector2i(0, -6) +7:48/0/y_sort_origin = -6 +7:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:48/0/physics_layer_0/angular_velocity = 0.0 +7:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:48/0 = 0 +8:48/0/texture_origin = Vector2i(0, -6) +8:48/0/y_sort_origin = -6 +8:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:48/0/physics_layer_0/angular_velocity = 0.0 +8:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:48/0 = 0 +9:48/0/texture_origin = Vector2i(0, -6) +9:48/0/y_sort_origin = -6 +9:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:48/0/physics_layer_0/angular_velocity = 0.0 +9:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:48/0 = 0 +10:48/0/texture_origin = Vector2i(0, -6) +10:48/0/y_sort_origin = -6 +10:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:48/0/physics_layer_0/angular_velocity = 0.0 +10:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:48/0 = 0 +11:48/0/texture_origin = Vector2i(0, -6) +11:48/0/y_sort_origin = -6 +11:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:48/0/physics_layer_0/angular_velocity = 0.0 +11:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:48/0 = 0 +12:48/0/texture_origin = Vector2i(0, -6) +12:48/0/y_sort_origin = -6 +12:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:48/0/physics_layer_0/angular_velocity = 0.0 +12:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:48/0 = 0 +13:48/0/texture_origin = Vector2i(0, -6) +13:48/0/y_sort_origin = -6 +13:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:48/0/physics_layer_0/angular_velocity = 0.0 +13:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:48/0 = 0 +14:48/0/texture_origin = Vector2i(0, -6) +14:48/0/y_sort_origin = -6 +14:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:48/0/physics_layer_0/angular_velocity = 0.0 +14:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:48/0 = 0 +15:48/0/texture_origin = Vector2i(0, -6) +15:48/0/y_sort_origin = -6 +15:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:48/0/physics_layer_0/angular_velocity = 0.0 +15:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:48/0 = 0 +16:48/0/texture_origin = Vector2i(0, -6) +16:48/0/y_sort_origin = -6 +16:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:48/0/physics_layer_0/angular_velocity = 0.0 +16:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:48/0 = 0 +17:48/0/texture_origin = Vector2i(0, -6) +17:48/0/y_sort_origin = -6 +17:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:48/0/physics_layer_0/angular_velocity = 0.0 +17:48/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:48/0 = 0 +18:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:48/0/physics_layer_0/angular_velocity = 0.0 +19:48/0 = 0 +19:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:48/0/physics_layer_0/angular_velocity = 0.0 +20:48/0 = 0 +20:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:48/0/physics_layer_0/angular_velocity = 0.0 +21:48/0 = 0 +21:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:48/0/physics_layer_0/angular_velocity = 0.0 +22:48/0 = 0 +22:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:48/0/physics_layer_0/angular_velocity = 0.0 +23:48/0 = 0 +23:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:48/0/physics_layer_0/angular_velocity = 0.0 +24:48/0 = 0 +24:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:48/0/physics_layer_0/angular_velocity = 0.0 +25:48/0 = 0 +25:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:48/0/physics_layer_0/angular_velocity = 0.0 +26:48/0 = 0 +26:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:48/0/physics_layer_0/angular_velocity = 0.0 +27:48/0 = 0 +27:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:48/0/physics_layer_0/angular_velocity = 0.0 +28:48/0 = 0 +28:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:48/0/physics_layer_0/angular_velocity = 0.0 +29:48/0 = 0 +29:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:48/0/physics_layer_0/angular_velocity = 0.0 +30:48/0 = 0 +30:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:48/0/physics_layer_0/angular_velocity = 0.0 +31:48/0 = 0 +31:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:48/0/physics_layer_0/angular_velocity = 0.0 +32:48/0 = 0 +32:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:48/0/physics_layer_0/angular_velocity = 0.0 +33:48/0 = 0 +33:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:48/0/physics_layer_0/angular_velocity = 0.0 +34:48/0 = 0 +34:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:48/0/physics_layer_0/angular_velocity = 0.0 +35:48/0 = 0 +35:48/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:48/0/physics_layer_0/angular_velocity = 0.0 +0:49/0 = 0 +0:49/0/texture_origin = Vector2i(0, -6) +0:49/0/y_sort_origin = -6 +0:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:49/0/physics_layer_0/angular_velocity = 0.0 +0:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:49/0 = 0 +1:49/0/texture_origin = Vector2i(0, -6) +1:49/0/y_sort_origin = -6 +1:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:49/0/physics_layer_0/angular_velocity = 0.0 +1:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:49/0 = 0 +2:49/0/texture_origin = Vector2i(0, -6) +2:49/0/y_sort_origin = -6 +2:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:49/0/physics_layer_0/angular_velocity = 0.0 +2:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:49/0 = 0 +3:49/0/texture_origin = Vector2i(0, -6) +3:49/0/y_sort_origin = -6 +3:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:49/0/physics_layer_0/angular_velocity = 0.0 +3:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:49/0 = 0 +4:49/0/texture_origin = Vector2i(0, -6) +4:49/0/y_sort_origin = -6 +4:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:49/0/physics_layer_0/angular_velocity = 0.0 +4:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:49/0 = 0 +5:49/0/texture_origin = Vector2i(0, -6) +5:49/0/y_sort_origin = -6 +5:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:49/0/physics_layer_0/angular_velocity = 0.0 +5:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:49/0 = 0 +6:49/0/texture_origin = Vector2i(0, -6) +6:49/0/y_sort_origin = -6 +6:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:49/0/physics_layer_0/angular_velocity = 0.0 +6:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:49/0 = 0 +7:49/0/texture_origin = Vector2i(0, -6) +7:49/0/y_sort_origin = -6 +7:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:49/0/physics_layer_0/angular_velocity = 0.0 +7:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:49/0 = 0 +8:49/0/texture_origin = Vector2i(0, -6) +8:49/0/y_sort_origin = -6 +8:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:49/0/physics_layer_0/angular_velocity = 0.0 +8:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:49/0 = 0 +9:49/0/texture_origin = Vector2i(0, -6) +9:49/0/y_sort_origin = -6 +9:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:49/0/physics_layer_0/angular_velocity = 0.0 +9:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:49/0 = 0 +10:49/0/texture_origin = Vector2i(0, -6) +10:49/0/y_sort_origin = -6 +10:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:49/0/physics_layer_0/angular_velocity = 0.0 +10:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:49/0 = 0 +11:49/0/texture_origin = Vector2i(0, -6) +11:49/0/y_sort_origin = -6 +11:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:49/0/physics_layer_0/angular_velocity = 0.0 +11:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:49/0 = 0 +12:49/0/texture_origin = Vector2i(0, -6) +12:49/0/y_sort_origin = -6 +12:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:49/0/physics_layer_0/angular_velocity = 0.0 +12:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:49/0 = 0 +13:49/0/texture_origin = Vector2i(0, -6) +13:49/0/y_sort_origin = -6 +13:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:49/0/physics_layer_0/angular_velocity = 0.0 +13:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:49/0 = 0 +14:49/0/texture_origin = Vector2i(0, -6) +14:49/0/y_sort_origin = -6 +14:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:49/0/physics_layer_0/angular_velocity = 0.0 +14:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:49/0 = 0 +15:49/0/texture_origin = Vector2i(0, -6) +15:49/0/y_sort_origin = -6 +15:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:49/0/physics_layer_0/angular_velocity = 0.0 +15:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:49/0 = 0 +16:49/0/texture_origin = Vector2i(0, -6) +16:49/0/y_sort_origin = -6 +16:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:49/0/physics_layer_0/angular_velocity = 0.0 +16:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:49/0 = 0 +17:49/0/texture_origin = Vector2i(0, -6) +17:49/0/y_sort_origin = -6 +17:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:49/0/physics_layer_0/angular_velocity = 0.0 +17:49/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:49/0 = 0 +18:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:49/0/physics_layer_0/angular_velocity = 0.0 +19:49/0 = 0 +19:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:49/0/physics_layer_0/angular_velocity = 0.0 +20:49/0 = 0 +20:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:49/0/physics_layer_0/angular_velocity = 0.0 +21:49/0 = 0 +21:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:49/0/physics_layer_0/angular_velocity = 0.0 +22:49/0 = 0 +22:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:49/0/physics_layer_0/angular_velocity = 0.0 +23:49/0 = 0 +23:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:49/0/physics_layer_0/angular_velocity = 0.0 +24:49/0 = 0 +24:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:49/0/physics_layer_0/angular_velocity = 0.0 +25:49/0 = 0 +25:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:49/0/physics_layer_0/angular_velocity = 0.0 +26:49/0 = 0 +26:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:49/0/physics_layer_0/angular_velocity = 0.0 +27:49/0 = 0 +27:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:49/0/physics_layer_0/angular_velocity = 0.0 +28:49/0 = 0 +28:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:49/0/physics_layer_0/angular_velocity = 0.0 +29:49/0 = 0 +29:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:49/0/physics_layer_0/angular_velocity = 0.0 +30:49/0 = 0 +30:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:49/0/physics_layer_0/angular_velocity = 0.0 +31:49/0 = 0 +31:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:49/0/physics_layer_0/angular_velocity = 0.0 +32:49/0 = 0 +32:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:49/0/physics_layer_0/angular_velocity = 0.0 +33:49/0 = 0 +33:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:49/0/physics_layer_0/angular_velocity = 0.0 +34:49/0 = 0 +34:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:49/0/physics_layer_0/angular_velocity = 0.0 +35:49/0 = 0 +35:49/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:49/0/physics_layer_0/angular_velocity = 0.0 +0:50/0 = 0 +0:50/0/texture_origin = Vector2i(0, -6) +0:50/0/y_sort_origin = -6 +0:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:50/0/physics_layer_0/angular_velocity = 0.0 +0:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:50/0 = 0 +1:50/0/texture_origin = Vector2i(0, -6) +1:50/0/y_sort_origin = -6 +1:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:50/0/physics_layer_0/angular_velocity = 0.0 +1:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:50/0 = 0 +2:50/0/texture_origin = Vector2i(0, -6) +2:50/0/y_sort_origin = -6 +2:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:50/0/physics_layer_0/angular_velocity = 0.0 +2:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:50/0 = 0 +3:50/0/texture_origin = Vector2i(0, -6) +3:50/0/y_sort_origin = -6 +3:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:50/0/physics_layer_0/angular_velocity = 0.0 +3:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:50/0 = 0 +4:50/0/texture_origin = Vector2i(0, -6) +4:50/0/y_sort_origin = -6 +4:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:50/0/physics_layer_0/angular_velocity = 0.0 +4:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:50/0 = 0 +5:50/0/texture_origin = Vector2i(0, -6) +5:50/0/y_sort_origin = -6 +5:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:50/0/physics_layer_0/angular_velocity = 0.0 +5:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:50/0 = 0 +6:50/0/texture_origin = Vector2i(0, -6) +6:50/0/y_sort_origin = -6 +6:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:50/0/physics_layer_0/angular_velocity = 0.0 +6:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:50/0 = 0 +7:50/0/texture_origin = Vector2i(0, -6) +7:50/0/y_sort_origin = -6 +7:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:50/0/physics_layer_0/angular_velocity = 0.0 +7:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:50/0 = 0 +8:50/0/texture_origin = Vector2i(0, -6) +8:50/0/y_sort_origin = -6 +8:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:50/0/physics_layer_0/angular_velocity = 0.0 +8:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:50/0 = 0 +9:50/0/texture_origin = Vector2i(0, -6) +9:50/0/y_sort_origin = -6 +9:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:50/0/physics_layer_0/angular_velocity = 0.0 +9:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:50/0 = 0 +10:50/0/texture_origin = Vector2i(0, -6) +10:50/0/y_sort_origin = -6 +10:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:50/0/physics_layer_0/angular_velocity = 0.0 +10:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:50/0 = 0 +11:50/0/texture_origin = Vector2i(0, -6) +11:50/0/y_sort_origin = -6 +11:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:50/0/physics_layer_0/angular_velocity = 0.0 +11:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:50/0 = 0 +12:50/0/texture_origin = Vector2i(0, -6) +12:50/0/y_sort_origin = -6 +12:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:50/0/physics_layer_0/angular_velocity = 0.0 +12:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:50/0 = 0 +13:50/0/texture_origin = Vector2i(0, -6) +13:50/0/y_sort_origin = -6 +13:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:50/0/physics_layer_0/angular_velocity = 0.0 +13:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:50/0 = 0 +14:50/0/texture_origin = Vector2i(0, -6) +14:50/0/y_sort_origin = -6 +14:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:50/0/physics_layer_0/angular_velocity = 0.0 +14:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:50/0 = 0 +15:50/0/texture_origin = Vector2i(0, -6) +15:50/0/y_sort_origin = -6 +15:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:50/0/physics_layer_0/angular_velocity = 0.0 +15:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:50/0 = 0 +16:50/0/texture_origin = Vector2i(0, -6) +16:50/0/y_sort_origin = -6 +16:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:50/0/physics_layer_0/angular_velocity = 0.0 +16:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:50/0 = 0 +17:50/0/texture_origin = Vector2i(0, -6) +17:50/0/y_sort_origin = -6 +17:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:50/0/physics_layer_0/angular_velocity = 0.0 +17:50/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:50/0 = 0 +18:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:50/0/physics_layer_0/angular_velocity = 0.0 +19:50/0 = 0 +19:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:50/0/physics_layer_0/angular_velocity = 0.0 +20:50/0 = 0 +20:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:50/0/physics_layer_0/angular_velocity = 0.0 +21:50/0 = 0 +21:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:50/0/physics_layer_0/angular_velocity = 0.0 +22:50/0 = 0 +22:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:50/0/physics_layer_0/angular_velocity = 0.0 +23:50/0 = 0 +23:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:50/0/physics_layer_0/angular_velocity = 0.0 +24:50/0 = 0 +24:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:50/0/physics_layer_0/angular_velocity = 0.0 +25:50/0 = 0 +25:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:50/0/physics_layer_0/angular_velocity = 0.0 +26:50/0 = 0 +26:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:50/0/physics_layer_0/angular_velocity = 0.0 +27:50/0 = 0 +27:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:50/0/physics_layer_0/angular_velocity = 0.0 +28:50/0 = 0 +28:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:50/0/physics_layer_0/angular_velocity = 0.0 +29:50/0 = 0 +29:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:50/0/physics_layer_0/angular_velocity = 0.0 +30:50/0 = 0 +30:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:50/0/physics_layer_0/angular_velocity = 0.0 +31:50/0 = 0 +31:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:50/0/physics_layer_0/angular_velocity = 0.0 +32:50/0 = 0 +32:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:50/0/physics_layer_0/angular_velocity = 0.0 +33:50/0 = 0 +33:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:50/0/physics_layer_0/angular_velocity = 0.0 +34:50/0 = 0 +34:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:50/0/physics_layer_0/angular_velocity = 0.0 +35:50/0 = 0 +35:50/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:50/0/physics_layer_0/angular_velocity = 0.0 +0:51/0 = 0 +0:51/0/texture_origin = Vector2i(0, -6) +0:51/0/y_sort_origin = -6 +0:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:51/0/physics_layer_0/angular_velocity = 0.0 +0:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:51/0 = 0 +1:51/0/texture_origin = Vector2i(0, -6) +1:51/0/y_sort_origin = -6 +1:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:51/0/physics_layer_0/angular_velocity = 0.0 +1:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:51/0 = 0 +2:51/0/texture_origin = Vector2i(0, -6) +2:51/0/y_sort_origin = -6 +2:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:51/0/physics_layer_0/angular_velocity = 0.0 +2:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:51/0 = 0 +3:51/0/texture_origin = Vector2i(0, -6) +3:51/0/y_sort_origin = -6 +3:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:51/0/physics_layer_0/angular_velocity = 0.0 +3:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:51/0 = 0 +4:51/0/texture_origin = Vector2i(0, -6) +4:51/0/y_sort_origin = -6 +4:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:51/0/physics_layer_0/angular_velocity = 0.0 +4:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:51/0 = 0 +5:51/0/texture_origin = Vector2i(0, -6) +5:51/0/y_sort_origin = -6 +5:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:51/0/physics_layer_0/angular_velocity = 0.0 +5:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:51/0 = 0 +6:51/0/texture_origin = Vector2i(0, -6) +6:51/0/y_sort_origin = -6 +6:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:51/0/physics_layer_0/angular_velocity = 0.0 +6:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:51/0 = 0 +7:51/0/texture_origin = Vector2i(0, -6) +7:51/0/y_sort_origin = -6 +7:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:51/0/physics_layer_0/angular_velocity = 0.0 +7:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:51/0 = 0 +8:51/0/texture_origin = Vector2i(0, -6) +8:51/0/y_sort_origin = -6 +8:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:51/0/physics_layer_0/angular_velocity = 0.0 +8:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:51/0 = 0 +9:51/0/texture_origin = Vector2i(0, -6) +9:51/0/y_sort_origin = -6 +9:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:51/0/physics_layer_0/angular_velocity = 0.0 +9:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:51/0 = 0 +10:51/0/texture_origin = Vector2i(0, -6) +10:51/0/y_sort_origin = -6 +10:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:51/0/physics_layer_0/angular_velocity = 0.0 +10:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:51/0 = 0 +11:51/0/texture_origin = Vector2i(0, -6) +11:51/0/y_sort_origin = -6 +11:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:51/0/physics_layer_0/angular_velocity = 0.0 +11:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:51/0 = 0 +12:51/0/texture_origin = Vector2i(0, -6) +12:51/0/y_sort_origin = -6 +12:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:51/0/physics_layer_0/angular_velocity = 0.0 +12:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:51/0 = 0 +13:51/0/texture_origin = Vector2i(0, -6) +13:51/0/y_sort_origin = -6 +13:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:51/0/physics_layer_0/angular_velocity = 0.0 +13:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:51/0 = 0 +14:51/0/texture_origin = Vector2i(0, -6) +14:51/0/y_sort_origin = -6 +14:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:51/0/physics_layer_0/angular_velocity = 0.0 +14:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:51/0 = 0 +15:51/0/texture_origin = Vector2i(0, -6) +15:51/0/y_sort_origin = -6 +15:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:51/0/physics_layer_0/angular_velocity = 0.0 +15:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:51/0 = 0 +16:51/0/texture_origin = Vector2i(0, -6) +16:51/0/y_sort_origin = -6 +16:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:51/0/physics_layer_0/angular_velocity = 0.0 +16:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:51/0 = 0 +17:51/0/texture_origin = Vector2i(0, -6) +17:51/0/y_sort_origin = -6 +17:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:51/0/physics_layer_0/angular_velocity = 0.0 +17:51/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:51/0 = 0 +18:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:51/0/physics_layer_0/angular_velocity = 0.0 +19:51/0 = 0 +19:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:51/0/physics_layer_0/angular_velocity = 0.0 +20:51/0 = 0 +20:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:51/0/physics_layer_0/angular_velocity = 0.0 +21:51/0 = 0 +21:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:51/0/physics_layer_0/angular_velocity = 0.0 +22:51/0 = 0 +22:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:51/0/physics_layer_0/angular_velocity = 0.0 +23:51/0 = 0 +23:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:51/0/physics_layer_0/angular_velocity = 0.0 +24:51/0 = 0 +24:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:51/0/physics_layer_0/angular_velocity = 0.0 +25:51/0 = 0 +25:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:51/0/physics_layer_0/angular_velocity = 0.0 +26:51/0 = 0 +26:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:51/0/physics_layer_0/angular_velocity = 0.0 +27:51/0 = 0 +27:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:51/0/physics_layer_0/angular_velocity = 0.0 +28:51/0 = 0 +28:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:51/0/physics_layer_0/angular_velocity = 0.0 +29:51/0 = 0 +29:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:51/0/physics_layer_0/angular_velocity = 0.0 +30:51/0 = 0 +30:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:51/0/physics_layer_0/angular_velocity = 0.0 +31:51/0 = 0 +31:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:51/0/physics_layer_0/angular_velocity = 0.0 +32:51/0 = 0 +32:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:51/0/physics_layer_0/angular_velocity = 0.0 +33:51/0 = 0 +33:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:51/0/physics_layer_0/angular_velocity = 0.0 +34:51/0 = 0 +34:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:51/0/physics_layer_0/angular_velocity = 0.0 +35:51/0 = 0 +35:51/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:51/0/physics_layer_0/angular_velocity = 0.0 +0:52/0 = 0 +0:52/0/texture_origin = Vector2i(0, -6) +0:52/0/y_sort_origin = -6 +0:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:52/0/physics_layer_0/angular_velocity = 0.0 +0:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:52/0 = 0 +1:52/0/texture_origin = Vector2i(0, -6) +1:52/0/y_sort_origin = -6 +1:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:52/0/physics_layer_0/angular_velocity = 0.0 +1:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:52/0 = 0 +2:52/0/texture_origin = Vector2i(0, -6) +2:52/0/y_sort_origin = -6 +2:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:52/0/physics_layer_0/angular_velocity = 0.0 +2:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:52/0 = 0 +3:52/0/texture_origin = Vector2i(0, -6) +3:52/0/y_sort_origin = -6 +3:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:52/0/physics_layer_0/angular_velocity = 0.0 +3:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:52/0 = 0 +4:52/0/texture_origin = Vector2i(0, -6) +4:52/0/y_sort_origin = -6 +4:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:52/0/physics_layer_0/angular_velocity = 0.0 +4:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:52/0 = 0 +5:52/0/texture_origin = Vector2i(0, -6) +5:52/0/y_sort_origin = -6 +5:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:52/0/physics_layer_0/angular_velocity = 0.0 +5:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:52/0 = 0 +6:52/0/texture_origin = Vector2i(0, -6) +6:52/0/y_sort_origin = -6 +6:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:52/0/physics_layer_0/angular_velocity = 0.0 +6:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:52/0 = 0 +7:52/0/texture_origin = Vector2i(0, -6) +7:52/0/y_sort_origin = -6 +7:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:52/0/physics_layer_0/angular_velocity = 0.0 +7:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:52/0 = 0 +8:52/0/texture_origin = Vector2i(0, -6) +8:52/0/y_sort_origin = -6 +8:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:52/0/physics_layer_0/angular_velocity = 0.0 +8:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:52/0 = 0 +9:52/0/texture_origin = Vector2i(0, -6) +9:52/0/y_sort_origin = -6 +9:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:52/0/physics_layer_0/angular_velocity = 0.0 +9:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:52/0 = 0 +10:52/0/texture_origin = Vector2i(0, -6) +10:52/0/y_sort_origin = -6 +10:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:52/0/physics_layer_0/angular_velocity = 0.0 +10:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:52/0 = 0 +11:52/0/texture_origin = Vector2i(0, -6) +11:52/0/y_sort_origin = -6 +11:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:52/0/physics_layer_0/angular_velocity = 0.0 +11:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:52/0 = 0 +12:52/0/texture_origin = Vector2i(0, -6) +12:52/0/y_sort_origin = -6 +12:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:52/0/physics_layer_0/angular_velocity = 0.0 +12:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:52/0 = 0 +13:52/0/texture_origin = Vector2i(0, -6) +13:52/0/y_sort_origin = -6 +13:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:52/0/physics_layer_0/angular_velocity = 0.0 +13:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:52/0 = 0 +14:52/0/texture_origin = Vector2i(0, -6) +14:52/0/y_sort_origin = -6 +14:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:52/0/physics_layer_0/angular_velocity = 0.0 +14:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:52/0 = 0 +15:52/0/texture_origin = Vector2i(0, -6) +15:52/0/y_sort_origin = -6 +15:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:52/0/physics_layer_0/angular_velocity = 0.0 +15:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:52/0 = 0 +16:52/0/texture_origin = Vector2i(0, -6) +16:52/0/y_sort_origin = -6 +16:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:52/0/physics_layer_0/angular_velocity = 0.0 +16:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:52/0 = 0 +17:52/0/texture_origin = Vector2i(0, -6) +17:52/0/y_sort_origin = -6 +17:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:52/0/physics_layer_0/angular_velocity = 0.0 +17:52/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:52/0 = 0 +18:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:52/0/physics_layer_0/angular_velocity = 0.0 +19:52/0 = 0 +19:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:52/0/physics_layer_0/angular_velocity = 0.0 +20:52/0 = 0 +20:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:52/0/physics_layer_0/angular_velocity = 0.0 +21:52/0 = 0 +21:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:52/0/physics_layer_0/angular_velocity = 0.0 +22:52/0 = 0 +22:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:52/0/physics_layer_0/angular_velocity = 0.0 +23:52/0 = 0 +23:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:52/0/physics_layer_0/angular_velocity = 0.0 +24:52/0 = 0 +24:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:52/0/physics_layer_0/angular_velocity = 0.0 +25:52/0 = 0 +25:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:52/0/physics_layer_0/angular_velocity = 0.0 +26:52/0 = 0 +26:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:52/0/physics_layer_0/angular_velocity = 0.0 +27:52/0 = 0 +27:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:52/0/physics_layer_0/angular_velocity = 0.0 +28:52/0 = 0 +28:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:52/0/physics_layer_0/angular_velocity = 0.0 +29:52/0 = 0 +29:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:52/0/physics_layer_0/angular_velocity = 0.0 +30:52/0 = 0 +30:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:52/0/physics_layer_0/angular_velocity = 0.0 +31:52/0 = 0 +31:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:52/0/physics_layer_0/angular_velocity = 0.0 +32:52/0 = 0 +32:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:52/0/physics_layer_0/angular_velocity = 0.0 +33:52/0 = 0 +33:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:52/0/physics_layer_0/angular_velocity = 0.0 +34:52/0 = 0 +34:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:52/0/physics_layer_0/angular_velocity = 0.0 +35:52/0 = 0 +35:52/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:52/0/physics_layer_0/angular_velocity = 0.0 +0:53/0 = 0 +0:53/0/texture_origin = Vector2i(0, -6) +0:53/0/y_sort_origin = -6 +0:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:53/0/physics_layer_0/angular_velocity = 0.0 +0:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:53/0 = 0 +1:53/0/texture_origin = Vector2i(0, -6) +1:53/0/y_sort_origin = -6 +1:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:53/0/physics_layer_0/angular_velocity = 0.0 +1:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:53/0 = 0 +2:53/0/texture_origin = Vector2i(0, -6) +2:53/0/y_sort_origin = -6 +2:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:53/0/physics_layer_0/angular_velocity = 0.0 +2:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:53/0 = 0 +3:53/0/texture_origin = Vector2i(0, -6) +3:53/0/y_sort_origin = -6 +3:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:53/0/physics_layer_0/angular_velocity = 0.0 +3:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:53/0 = 0 +4:53/0/texture_origin = Vector2i(0, -6) +4:53/0/y_sort_origin = -6 +4:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:53/0/physics_layer_0/angular_velocity = 0.0 +4:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:53/0 = 0 +5:53/0/texture_origin = Vector2i(0, -6) +5:53/0/y_sort_origin = -6 +5:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:53/0/physics_layer_0/angular_velocity = 0.0 +5:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:53/0 = 0 +6:53/0/texture_origin = Vector2i(0, -6) +6:53/0/y_sort_origin = -6 +6:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:53/0/physics_layer_0/angular_velocity = 0.0 +6:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:53/0 = 0 +7:53/0/texture_origin = Vector2i(0, -6) +7:53/0/y_sort_origin = -6 +7:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:53/0/physics_layer_0/angular_velocity = 0.0 +7:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:53/0 = 0 +8:53/0/texture_origin = Vector2i(0, -6) +8:53/0/y_sort_origin = -6 +8:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:53/0/physics_layer_0/angular_velocity = 0.0 +8:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:53/0 = 0 +9:53/0/texture_origin = Vector2i(0, -6) +9:53/0/y_sort_origin = -6 +9:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:53/0/physics_layer_0/angular_velocity = 0.0 +9:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:53/0 = 0 +10:53/0/texture_origin = Vector2i(0, -6) +10:53/0/y_sort_origin = -6 +10:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:53/0/physics_layer_0/angular_velocity = 0.0 +10:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:53/0 = 0 +11:53/0/texture_origin = Vector2i(0, -6) +11:53/0/y_sort_origin = -6 +11:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:53/0/physics_layer_0/angular_velocity = 0.0 +11:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:53/0 = 0 +12:53/0/texture_origin = Vector2i(0, -6) +12:53/0/y_sort_origin = -6 +12:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:53/0/physics_layer_0/angular_velocity = 0.0 +12:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:53/0 = 0 +13:53/0/texture_origin = Vector2i(0, -6) +13:53/0/y_sort_origin = -6 +13:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:53/0/physics_layer_0/angular_velocity = 0.0 +13:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:53/0 = 0 +14:53/0/texture_origin = Vector2i(0, -6) +14:53/0/y_sort_origin = -6 +14:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:53/0/physics_layer_0/angular_velocity = 0.0 +14:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:53/0 = 0 +15:53/0/texture_origin = Vector2i(0, -6) +15:53/0/y_sort_origin = -6 +15:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:53/0/physics_layer_0/angular_velocity = 0.0 +15:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:53/0 = 0 +16:53/0/texture_origin = Vector2i(0, -6) +16:53/0/y_sort_origin = -6 +16:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:53/0/physics_layer_0/angular_velocity = 0.0 +16:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:53/0 = 0 +17:53/0/texture_origin = Vector2i(0, -6) +17:53/0/y_sort_origin = -6 +17:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:53/0/physics_layer_0/angular_velocity = 0.0 +17:53/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:53/0 = 0 +18:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:53/0/physics_layer_0/angular_velocity = 0.0 +19:53/0 = 0 +19:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:53/0/physics_layer_0/angular_velocity = 0.0 +20:53/0 = 0 +20:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:53/0/physics_layer_0/angular_velocity = 0.0 +21:53/0 = 0 +21:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:53/0/physics_layer_0/angular_velocity = 0.0 +22:53/0 = 0 +22:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:53/0/physics_layer_0/angular_velocity = 0.0 +23:53/0 = 0 +23:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:53/0/physics_layer_0/angular_velocity = 0.0 +24:53/0 = 0 +24:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:53/0/physics_layer_0/angular_velocity = 0.0 +25:53/0 = 0 +25:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:53/0/physics_layer_0/angular_velocity = 0.0 +26:53/0 = 0 +26:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:53/0/physics_layer_0/angular_velocity = 0.0 +27:53/0 = 0 +27:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:53/0/physics_layer_0/angular_velocity = 0.0 +28:53/0 = 0 +28:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:53/0/physics_layer_0/angular_velocity = 0.0 +29:53/0 = 0 +29:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:53/0/physics_layer_0/angular_velocity = 0.0 +30:53/0 = 0 +30:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:53/0/physics_layer_0/angular_velocity = 0.0 +31:53/0 = 0 +31:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:53/0/physics_layer_0/angular_velocity = 0.0 +32:53/0 = 0 +32:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:53/0/physics_layer_0/angular_velocity = 0.0 +33:53/0 = 0 +33:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:53/0/physics_layer_0/angular_velocity = 0.0 +34:53/0 = 0 +34:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:53/0/physics_layer_0/angular_velocity = 0.0 +35:53/0 = 0 +35:53/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:53/0/physics_layer_0/angular_velocity = 0.0 +0:54/0 = 0 +0:54/0/texture_origin = Vector2i(0, -6) +0:54/0/y_sort_origin = -6 +0:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:54/0/physics_layer_0/angular_velocity = 0.0 +0:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:54/0 = 0 +1:54/0/texture_origin = Vector2i(0, -6) +1:54/0/y_sort_origin = -6 +1:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:54/0/physics_layer_0/angular_velocity = 0.0 +1:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:54/0 = 0 +2:54/0/texture_origin = Vector2i(0, -6) +2:54/0/y_sort_origin = -6 +2:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:54/0/physics_layer_0/angular_velocity = 0.0 +2:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:54/0 = 0 +3:54/0/texture_origin = Vector2i(0, -6) +3:54/0/y_sort_origin = -6 +3:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:54/0/physics_layer_0/angular_velocity = 0.0 +3:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:54/0 = 0 +4:54/0/texture_origin = Vector2i(0, -6) +4:54/0/y_sort_origin = -6 +4:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:54/0/physics_layer_0/angular_velocity = 0.0 +4:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:54/0 = 0 +5:54/0/texture_origin = Vector2i(0, -6) +5:54/0/y_sort_origin = -6 +5:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:54/0/physics_layer_0/angular_velocity = 0.0 +5:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:54/0 = 0 +6:54/0/texture_origin = Vector2i(0, -6) +6:54/0/y_sort_origin = -6 +6:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:54/0/physics_layer_0/angular_velocity = 0.0 +6:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:54/0 = 0 +7:54/0/texture_origin = Vector2i(0, -6) +7:54/0/y_sort_origin = -6 +7:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:54/0/physics_layer_0/angular_velocity = 0.0 +7:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:54/0 = 0 +8:54/0/texture_origin = Vector2i(0, -6) +8:54/0/y_sort_origin = -6 +8:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:54/0/physics_layer_0/angular_velocity = 0.0 +8:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:54/0 = 0 +9:54/0/texture_origin = Vector2i(0, -6) +9:54/0/y_sort_origin = -6 +9:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:54/0/physics_layer_0/angular_velocity = 0.0 +9:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:54/0 = 0 +10:54/0/texture_origin = Vector2i(0, -6) +10:54/0/y_sort_origin = -6 +10:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:54/0/physics_layer_0/angular_velocity = 0.0 +10:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:54/0 = 0 +11:54/0/texture_origin = Vector2i(0, -6) +11:54/0/y_sort_origin = -6 +11:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:54/0/physics_layer_0/angular_velocity = 0.0 +11:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:54/0 = 0 +12:54/0/texture_origin = Vector2i(0, -6) +12:54/0/y_sort_origin = -6 +12:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:54/0/physics_layer_0/angular_velocity = 0.0 +12:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:54/0 = 0 +13:54/0/texture_origin = Vector2i(0, -6) +13:54/0/y_sort_origin = -6 +13:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:54/0/physics_layer_0/angular_velocity = 0.0 +13:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:54/0 = 0 +14:54/0/texture_origin = Vector2i(0, -6) +14:54/0/y_sort_origin = -6 +14:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:54/0/physics_layer_0/angular_velocity = 0.0 +14:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:54/0 = 0 +15:54/0/texture_origin = Vector2i(0, -6) +15:54/0/y_sort_origin = -6 +15:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:54/0/physics_layer_0/angular_velocity = 0.0 +15:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:54/0 = 0 +16:54/0/texture_origin = Vector2i(0, -6) +16:54/0/y_sort_origin = -6 +16:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:54/0/physics_layer_0/angular_velocity = 0.0 +16:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:54/0 = 0 +17:54/0/texture_origin = Vector2i(0, -6) +17:54/0/y_sort_origin = -6 +17:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:54/0/physics_layer_0/angular_velocity = 0.0 +17:54/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:54/0 = 0 +18:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:54/0/physics_layer_0/angular_velocity = 0.0 +19:54/0 = 0 +19:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:54/0/physics_layer_0/angular_velocity = 0.0 +20:54/0 = 0 +20:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:54/0/physics_layer_0/angular_velocity = 0.0 +21:54/0 = 0 +21:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:54/0/physics_layer_0/angular_velocity = 0.0 +22:54/0 = 0 +22:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:54/0/physics_layer_0/angular_velocity = 0.0 +23:54/0 = 0 +23:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:54/0/physics_layer_0/angular_velocity = 0.0 +24:54/0 = 0 +24:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:54/0/physics_layer_0/angular_velocity = 0.0 +25:54/0 = 0 +25:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:54/0/physics_layer_0/angular_velocity = 0.0 +26:54/0 = 0 +26:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:54/0/physics_layer_0/angular_velocity = 0.0 +27:54/0 = 0 +27:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:54/0/physics_layer_0/angular_velocity = 0.0 +28:54/0 = 0 +28:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:54/0/physics_layer_0/angular_velocity = 0.0 +29:54/0 = 0 +29:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:54/0/physics_layer_0/angular_velocity = 0.0 +30:54/0 = 0 +30:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:54/0/physics_layer_0/angular_velocity = 0.0 +31:54/0 = 0 +31:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:54/0/physics_layer_0/angular_velocity = 0.0 +32:54/0 = 0 +32:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:54/0/physics_layer_0/angular_velocity = 0.0 +33:54/0 = 0 +33:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:54/0/physics_layer_0/angular_velocity = 0.0 +34:54/0 = 0 +34:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:54/0/physics_layer_0/angular_velocity = 0.0 +35:54/0 = 0 +35:54/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:54/0/physics_layer_0/angular_velocity = 0.0 +0:55/0 = 0 +0:55/0/texture_origin = Vector2i(0, -6) +0:55/0/y_sort_origin = -6 +0:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:55/0/physics_layer_0/angular_velocity = 0.0 +0:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:55/0 = 0 +1:55/0/texture_origin = Vector2i(0, -6) +1:55/0/y_sort_origin = -6 +1:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:55/0/physics_layer_0/angular_velocity = 0.0 +1:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:55/0 = 0 +2:55/0/texture_origin = Vector2i(0, -6) +2:55/0/y_sort_origin = -6 +2:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:55/0/physics_layer_0/angular_velocity = 0.0 +2:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:55/0 = 0 +3:55/0/texture_origin = Vector2i(0, -6) +3:55/0/y_sort_origin = -6 +3:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:55/0/physics_layer_0/angular_velocity = 0.0 +3:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:55/0 = 0 +4:55/0/texture_origin = Vector2i(0, -6) +4:55/0/y_sort_origin = -6 +4:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:55/0/physics_layer_0/angular_velocity = 0.0 +4:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:55/0 = 0 +5:55/0/texture_origin = Vector2i(0, -6) +5:55/0/y_sort_origin = -6 +5:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:55/0/physics_layer_0/angular_velocity = 0.0 +5:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:55/0 = 0 +6:55/0/texture_origin = Vector2i(0, -6) +6:55/0/y_sort_origin = -6 +6:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:55/0/physics_layer_0/angular_velocity = 0.0 +6:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:55/0 = 0 +7:55/0/texture_origin = Vector2i(0, -6) +7:55/0/y_sort_origin = -6 +7:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:55/0/physics_layer_0/angular_velocity = 0.0 +7:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:55/0 = 0 +8:55/0/texture_origin = Vector2i(0, -6) +8:55/0/y_sort_origin = -6 +8:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:55/0/physics_layer_0/angular_velocity = 0.0 +8:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:55/0 = 0 +9:55/0/texture_origin = Vector2i(0, -6) +9:55/0/y_sort_origin = -6 +9:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:55/0/physics_layer_0/angular_velocity = 0.0 +9:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:55/0 = 0 +10:55/0/texture_origin = Vector2i(0, -6) +10:55/0/y_sort_origin = -6 +10:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:55/0/physics_layer_0/angular_velocity = 0.0 +10:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:55/0 = 0 +11:55/0/texture_origin = Vector2i(0, -6) +11:55/0/y_sort_origin = -6 +11:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:55/0/physics_layer_0/angular_velocity = 0.0 +11:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:55/0 = 0 +12:55/0/texture_origin = Vector2i(0, -6) +12:55/0/y_sort_origin = -6 +12:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:55/0/physics_layer_0/angular_velocity = 0.0 +12:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:55/0 = 0 +13:55/0/texture_origin = Vector2i(0, -6) +13:55/0/y_sort_origin = -6 +13:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:55/0/physics_layer_0/angular_velocity = 0.0 +13:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:55/0 = 0 +14:55/0/texture_origin = Vector2i(0, -6) +14:55/0/y_sort_origin = -6 +14:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:55/0/physics_layer_0/angular_velocity = 0.0 +14:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:55/0 = 0 +15:55/0/texture_origin = Vector2i(0, -6) +15:55/0/y_sort_origin = -6 +15:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:55/0/physics_layer_0/angular_velocity = 0.0 +15:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:55/0 = 0 +16:55/0/texture_origin = Vector2i(0, -6) +16:55/0/y_sort_origin = -6 +16:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:55/0/physics_layer_0/angular_velocity = 0.0 +16:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:55/0 = 0 +17:55/0/texture_origin = Vector2i(0, -6) +17:55/0/y_sort_origin = -6 +17:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:55/0/physics_layer_0/angular_velocity = 0.0 +17:55/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:55/0 = 0 +18:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:55/0/physics_layer_0/angular_velocity = 0.0 +19:55/0 = 0 +19:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:55/0/physics_layer_0/angular_velocity = 0.0 +20:55/0 = 0 +20:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:55/0/physics_layer_0/angular_velocity = 0.0 +21:55/0 = 0 +21:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:55/0/physics_layer_0/angular_velocity = 0.0 +22:55/0 = 0 +22:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:55/0/physics_layer_0/angular_velocity = 0.0 +23:55/0 = 0 +23:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:55/0/physics_layer_0/angular_velocity = 0.0 +24:55/0 = 0 +24:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:55/0/physics_layer_0/angular_velocity = 0.0 +25:55/0 = 0 +25:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:55/0/physics_layer_0/angular_velocity = 0.0 +26:55/0 = 0 +26:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:55/0/physics_layer_0/angular_velocity = 0.0 +27:55/0 = 0 +27:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:55/0/physics_layer_0/angular_velocity = 0.0 +28:55/0 = 0 +28:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:55/0/physics_layer_0/angular_velocity = 0.0 +29:55/0 = 0 +29:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:55/0/physics_layer_0/angular_velocity = 0.0 +30:55/0 = 0 +30:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:55/0/physics_layer_0/angular_velocity = 0.0 +31:55/0 = 0 +31:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:55/0/physics_layer_0/angular_velocity = 0.0 +32:55/0 = 0 +32:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:55/0/physics_layer_0/angular_velocity = 0.0 +33:55/0 = 0 +33:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:55/0/physics_layer_0/angular_velocity = 0.0 +34:55/0 = 0 +34:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:55/0/physics_layer_0/angular_velocity = 0.0 +35:55/0 = 0 +35:55/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:55/0/physics_layer_0/angular_velocity = 0.0 +0:56/0 = 0 +0:56/0/texture_origin = Vector2i(0, -6) +0:56/0/y_sort_origin = -6 +0:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:56/0/physics_layer_0/angular_velocity = 0.0 +0:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:56/0 = 0 +1:56/0/texture_origin = Vector2i(0, -6) +1:56/0/y_sort_origin = -6 +1:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:56/0/physics_layer_0/angular_velocity = 0.0 +1:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:56/0 = 0 +2:56/0/texture_origin = Vector2i(0, -6) +2:56/0/y_sort_origin = -6 +2:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:56/0/physics_layer_0/angular_velocity = 0.0 +2:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:56/0 = 0 +3:56/0/texture_origin = Vector2i(0, -6) +3:56/0/y_sort_origin = -6 +3:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:56/0/physics_layer_0/angular_velocity = 0.0 +3:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:56/0 = 0 +4:56/0/texture_origin = Vector2i(0, -6) +4:56/0/y_sort_origin = -6 +4:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:56/0/physics_layer_0/angular_velocity = 0.0 +4:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:56/0 = 0 +5:56/0/texture_origin = Vector2i(0, -6) +5:56/0/y_sort_origin = -6 +5:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:56/0/physics_layer_0/angular_velocity = 0.0 +5:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:56/0 = 0 +6:56/0/texture_origin = Vector2i(0, -6) +6:56/0/y_sort_origin = -6 +6:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:56/0/physics_layer_0/angular_velocity = 0.0 +6:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:56/0 = 0 +7:56/0/texture_origin = Vector2i(0, -6) +7:56/0/y_sort_origin = -6 +7:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:56/0/physics_layer_0/angular_velocity = 0.0 +7:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:56/0 = 0 +8:56/0/texture_origin = Vector2i(0, -6) +8:56/0/y_sort_origin = -6 +8:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:56/0/physics_layer_0/angular_velocity = 0.0 +8:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:56/0 = 0 +9:56/0/texture_origin = Vector2i(0, -6) +9:56/0/y_sort_origin = -6 +9:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:56/0/physics_layer_0/angular_velocity = 0.0 +9:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:56/0 = 0 +10:56/0/texture_origin = Vector2i(0, -6) +10:56/0/y_sort_origin = -6 +10:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:56/0/physics_layer_0/angular_velocity = 0.0 +10:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:56/0 = 0 +11:56/0/texture_origin = Vector2i(0, -6) +11:56/0/y_sort_origin = -6 +11:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:56/0/physics_layer_0/angular_velocity = 0.0 +11:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:56/0 = 0 +12:56/0/texture_origin = Vector2i(0, -6) +12:56/0/y_sort_origin = -6 +12:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:56/0/physics_layer_0/angular_velocity = 0.0 +12:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:56/0 = 0 +13:56/0/texture_origin = Vector2i(0, -6) +13:56/0/y_sort_origin = -6 +13:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:56/0/physics_layer_0/angular_velocity = 0.0 +13:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:56/0 = 0 +14:56/0/texture_origin = Vector2i(0, -6) +14:56/0/y_sort_origin = -6 +14:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:56/0/physics_layer_0/angular_velocity = 0.0 +14:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:56/0 = 0 +15:56/0/texture_origin = Vector2i(0, -6) +15:56/0/y_sort_origin = -6 +15:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:56/0/physics_layer_0/angular_velocity = 0.0 +15:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:56/0 = 0 +16:56/0/texture_origin = Vector2i(0, -6) +16:56/0/y_sort_origin = -6 +16:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:56/0/physics_layer_0/angular_velocity = 0.0 +16:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:56/0 = 0 +17:56/0/texture_origin = Vector2i(0, -6) +17:56/0/y_sort_origin = -6 +17:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:56/0/physics_layer_0/angular_velocity = 0.0 +17:56/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:56/0 = 0 +18:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:56/0/physics_layer_0/angular_velocity = 0.0 +19:56/0 = 0 +19:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:56/0/physics_layer_0/angular_velocity = 0.0 +20:56/0 = 0 +20:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:56/0/physics_layer_0/angular_velocity = 0.0 +21:56/0 = 0 +21:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:56/0/physics_layer_0/angular_velocity = 0.0 +22:56/0 = 0 +22:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:56/0/physics_layer_0/angular_velocity = 0.0 +23:56/0 = 0 +23:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:56/0/physics_layer_0/angular_velocity = 0.0 +24:56/0 = 0 +24:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:56/0/physics_layer_0/angular_velocity = 0.0 +25:56/0 = 0 +25:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:56/0/physics_layer_0/angular_velocity = 0.0 +26:56/0 = 0 +26:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:56/0/physics_layer_0/angular_velocity = 0.0 +27:56/0 = 0 +27:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:56/0/physics_layer_0/angular_velocity = 0.0 +28:56/0 = 0 +28:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:56/0/physics_layer_0/angular_velocity = 0.0 +29:56/0 = 0 +29:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:56/0/physics_layer_0/angular_velocity = 0.0 +30:56/0 = 0 +30:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:56/0/physics_layer_0/angular_velocity = 0.0 +31:56/0 = 0 +31:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:56/0/physics_layer_0/angular_velocity = 0.0 +32:56/0 = 0 +32:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:56/0/physics_layer_0/angular_velocity = 0.0 +33:56/0 = 0 +33:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:56/0/physics_layer_0/angular_velocity = 0.0 +34:56/0 = 0 +34:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:56/0/physics_layer_0/angular_velocity = 0.0 +35:56/0 = 0 +35:56/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:56/0/physics_layer_0/angular_velocity = 0.0 +0:57/0 = 0 +0:57/0/texture_origin = Vector2i(0, -6) +0:57/0/y_sort_origin = -6 +0:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:57/0/physics_layer_0/angular_velocity = 0.0 +0:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:57/0 = 0 +1:57/0/texture_origin = Vector2i(0, -6) +1:57/0/y_sort_origin = -6 +1:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:57/0/physics_layer_0/angular_velocity = 0.0 +1:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:57/0 = 0 +2:57/0/texture_origin = Vector2i(0, -6) +2:57/0/y_sort_origin = -6 +2:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:57/0/physics_layer_0/angular_velocity = 0.0 +2:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:57/0 = 0 +3:57/0/texture_origin = Vector2i(0, -6) +3:57/0/y_sort_origin = -6 +3:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:57/0/physics_layer_0/angular_velocity = 0.0 +3:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:57/0 = 0 +4:57/0/texture_origin = Vector2i(0, -6) +4:57/0/y_sort_origin = -6 +4:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:57/0/physics_layer_0/angular_velocity = 0.0 +4:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:57/0 = 0 +5:57/0/texture_origin = Vector2i(0, -6) +5:57/0/y_sort_origin = -6 +5:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:57/0/physics_layer_0/angular_velocity = 0.0 +5:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:57/0 = 0 +6:57/0/texture_origin = Vector2i(0, -6) +6:57/0/y_sort_origin = -6 +6:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:57/0/physics_layer_0/angular_velocity = 0.0 +6:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:57/0 = 0 +7:57/0/texture_origin = Vector2i(0, -6) +7:57/0/y_sort_origin = -6 +7:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:57/0/physics_layer_0/angular_velocity = 0.0 +7:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:57/0 = 0 +8:57/0/texture_origin = Vector2i(0, -6) +8:57/0/y_sort_origin = -6 +8:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:57/0/physics_layer_0/angular_velocity = 0.0 +8:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:57/0 = 0 +9:57/0/texture_origin = Vector2i(0, -6) +9:57/0/y_sort_origin = -6 +9:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:57/0/physics_layer_0/angular_velocity = 0.0 +9:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:57/0 = 0 +10:57/0/texture_origin = Vector2i(0, -6) +10:57/0/y_sort_origin = -6 +10:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:57/0/physics_layer_0/angular_velocity = 0.0 +10:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:57/0 = 0 +11:57/0/texture_origin = Vector2i(0, -6) +11:57/0/y_sort_origin = -6 +11:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:57/0/physics_layer_0/angular_velocity = 0.0 +11:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:57/0 = 0 +12:57/0/texture_origin = Vector2i(0, -6) +12:57/0/y_sort_origin = -6 +12:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:57/0/physics_layer_0/angular_velocity = 0.0 +12:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:57/0 = 0 +13:57/0/texture_origin = Vector2i(0, -6) +13:57/0/y_sort_origin = -6 +13:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:57/0/physics_layer_0/angular_velocity = 0.0 +13:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:57/0 = 0 +14:57/0/texture_origin = Vector2i(0, -6) +14:57/0/y_sort_origin = -6 +14:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:57/0/physics_layer_0/angular_velocity = 0.0 +14:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:57/0 = 0 +15:57/0/texture_origin = Vector2i(0, -6) +15:57/0/y_sort_origin = -6 +15:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:57/0/physics_layer_0/angular_velocity = 0.0 +15:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:57/0 = 0 +16:57/0/texture_origin = Vector2i(0, -6) +16:57/0/y_sort_origin = -6 +16:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:57/0/physics_layer_0/angular_velocity = 0.0 +16:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:57/0 = 0 +17:57/0/texture_origin = Vector2i(0, -6) +17:57/0/y_sort_origin = -6 +17:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:57/0/physics_layer_0/angular_velocity = 0.0 +17:57/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:57/0 = 0 +18:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:57/0/physics_layer_0/angular_velocity = 0.0 +19:57/0 = 0 +19:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:57/0/physics_layer_0/angular_velocity = 0.0 +20:57/0 = 0 +20:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:57/0/physics_layer_0/angular_velocity = 0.0 +21:57/0 = 0 +21:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:57/0/physics_layer_0/angular_velocity = 0.0 +22:57/0 = 0 +22:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:57/0/physics_layer_0/angular_velocity = 0.0 +23:57/0 = 0 +23:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:57/0/physics_layer_0/angular_velocity = 0.0 +24:57/0 = 0 +24:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:57/0/physics_layer_0/angular_velocity = 0.0 +25:57/0 = 0 +25:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:57/0/physics_layer_0/angular_velocity = 0.0 +26:57/0 = 0 +26:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:57/0/physics_layer_0/angular_velocity = 0.0 +27:57/0 = 0 +27:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:57/0/physics_layer_0/angular_velocity = 0.0 +28:57/0 = 0 +28:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:57/0/physics_layer_0/angular_velocity = 0.0 +29:57/0 = 0 +29:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:57/0/physics_layer_0/angular_velocity = 0.0 +30:57/0 = 0 +30:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:57/0/physics_layer_0/angular_velocity = 0.0 +31:57/0 = 0 +31:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:57/0/physics_layer_0/angular_velocity = 0.0 +32:57/0 = 0 +32:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:57/0/physics_layer_0/angular_velocity = 0.0 +33:57/0 = 0 +33:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:57/0/physics_layer_0/angular_velocity = 0.0 +34:57/0 = 0 +34:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:57/0/physics_layer_0/angular_velocity = 0.0 +35:57/0 = 0 +35:57/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:57/0/physics_layer_0/angular_velocity = 0.0 +0:58/0 = 0 +0:58/0/texture_origin = Vector2i(0, -6) +0:58/0/y_sort_origin = -6 +0:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:58/0/physics_layer_0/angular_velocity = 0.0 +0:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:58/0 = 0 +1:58/0/texture_origin = Vector2i(0, -6) +1:58/0/y_sort_origin = -6 +1:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:58/0/physics_layer_0/angular_velocity = 0.0 +1:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:58/0 = 0 +2:58/0/texture_origin = Vector2i(0, -6) +2:58/0/y_sort_origin = -6 +2:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:58/0/physics_layer_0/angular_velocity = 0.0 +2:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:58/0 = 0 +3:58/0/texture_origin = Vector2i(0, -6) +3:58/0/y_sort_origin = -6 +3:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:58/0/physics_layer_0/angular_velocity = 0.0 +3:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:58/0 = 0 +4:58/0/texture_origin = Vector2i(0, -6) +4:58/0/y_sort_origin = -6 +4:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:58/0/physics_layer_0/angular_velocity = 0.0 +4:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:58/0 = 0 +5:58/0/texture_origin = Vector2i(0, -6) +5:58/0/y_sort_origin = -6 +5:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:58/0/physics_layer_0/angular_velocity = 0.0 +5:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:58/0 = 0 +6:58/0/texture_origin = Vector2i(0, -6) +6:58/0/y_sort_origin = -6 +6:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:58/0/physics_layer_0/angular_velocity = 0.0 +6:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:58/0 = 0 +7:58/0/texture_origin = Vector2i(0, -6) +7:58/0/y_sort_origin = -6 +7:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:58/0/physics_layer_0/angular_velocity = 0.0 +7:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:58/0 = 0 +8:58/0/texture_origin = Vector2i(0, -6) +8:58/0/y_sort_origin = -6 +8:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:58/0/physics_layer_0/angular_velocity = 0.0 +8:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:58/0 = 0 +9:58/0/texture_origin = Vector2i(0, -6) +9:58/0/y_sort_origin = -6 +9:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:58/0/physics_layer_0/angular_velocity = 0.0 +9:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:58/0 = 0 +10:58/0/texture_origin = Vector2i(0, -6) +10:58/0/y_sort_origin = -6 +10:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:58/0/physics_layer_0/angular_velocity = 0.0 +10:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:58/0 = 0 +11:58/0/texture_origin = Vector2i(0, -6) +11:58/0/y_sort_origin = -6 +11:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:58/0/physics_layer_0/angular_velocity = 0.0 +11:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:58/0 = 0 +12:58/0/texture_origin = Vector2i(0, -6) +12:58/0/y_sort_origin = -6 +12:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:58/0/physics_layer_0/angular_velocity = 0.0 +12:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:58/0 = 0 +13:58/0/texture_origin = Vector2i(0, -6) +13:58/0/y_sort_origin = -6 +13:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:58/0/physics_layer_0/angular_velocity = 0.0 +13:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:58/0 = 0 +14:58/0/texture_origin = Vector2i(0, -6) +14:58/0/y_sort_origin = -6 +14:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:58/0/physics_layer_0/angular_velocity = 0.0 +14:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:58/0 = 0 +15:58/0/texture_origin = Vector2i(0, -6) +15:58/0/y_sort_origin = -6 +15:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:58/0/physics_layer_0/angular_velocity = 0.0 +15:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:58/0 = 0 +16:58/0/texture_origin = Vector2i(0, -6) +16:58/0/y_sort_origin = -6 +16:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:58/0/physics_layer_0/angular_velocity = 0.0 +16:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:58/0 = 0 +17:58/0/texture_origin = Vector2i(0, -6) +17:58/0/y_sort_origin = -6 +17:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:58/0/physics_layer_0/angular_velocity = 0.0 +17:58/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:58/0 = 0 +18:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:58/0/physics_layer_0/angular_velocity = 0.0 +19:58/0 = 0 +19:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:58/0/physics_layer_0/angular_velocity = 0.0 +20:58/0 = 0 +20:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:58/0/physics_layer_0/angular_velocity = 0.0 +21:58/0 = 0 +21:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:58/0/physics_layer_0/angular_velocity = 0.0 +22:58/0 = 0 +22:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:58/0/physics_layer_0/angular_velocity = 0.0 +23:58/0 = 0 +23:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:58/0/physics_layer_0/angular_velocity = 0.0 +24:58/0 = 0 +24:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:58/0/physics_layer_0/angular_velocity = 0.0 +25:58/0 = 0 +25:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:58/0/physics_layer_0/angular_velocity = 0.0 +26:58/0 = 0 +26:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:58/0/physics_layer_0/angular_velocity = 0.0 +27:58/0 = 0 +27:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:58/0/physics_layer_0/angular_velocity = 0.0 +28:58/0 = 0 +28:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:58/0/physics_layer_0/angular_velocity = 0.0 +29:58/0 = 0 +29:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:58/0/physics_layer_0/angular_velocity = 0.0 +30:58/0 = 0 +30:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:58/0/physics_layer_0/angular_velocity = 0.0 +31:58/0 = 0 +31:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:58/0/physics_layer_0/angular_velocity = 0.0 +32:58/0 = 0 +32:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:58/0/physics_layer_0/angular_velocity = 0.0 +33:58/0 = 0 +33:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:58/0/physics_layer_0/angular_velocity = 0.0 +34:58/0 = 0 +34:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:58/0/physics_layer_0/angular_velocity = 0.0 +35:58/0 = 0 +35:58/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:58/0/physics_layer_0/angular_velocity = 0.0 +0:59/0 = 0 +0:59/0/texture_origin = Vector2i(0, -6) +0:59/0/y_sort_origin = -6 +0:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:59/0/physics_layer_0/angular_velocity = 0.0 +0:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:59/0 = 0 +1:59/0/texture_origin = Vector2i(0, -6) +1:59/0/y_sort_origin = -6 +1:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:59/0/physics_layer_0/angular_velocity = 0.0 +1:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:59/0 = 0 +2:59/0/texture_origin = Vector2i(0, -6) +2:59/0/y_sort_origin = -6 +2:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:59/0/physics_layer_0/angular_velocity = 0.0 +2:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:59/0 = 0 +3:59/0/texture_origin = Vector2i(0, -6) +3:59/0/y_sort_origin = -6 +3:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:59/0/physics_layer_0/angular_velocity = 0.0 +3:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:59/0 = 0 +4:59/0/texture_origin = Vector2i(0, -6) +4:59/0/y_sort_origin = -6 +4:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:59/0/physics_layer_0/angular_velocity = 0.0 +4:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:59/0 = 0 +5:59/0/texture_origin = Vector2i(0, -6) +5:59/0/y_sort_origin = -6 +5:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:59/0/physics_layer_0/angular_velocity = 0.0 +5:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:59/0 = 0 +6:59/0/texture_origin = Vector2i(0, -6) +6:59/0/y_sort_origin = -6 +6:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:59/0/physics_layer_0/angular_velocity = 0.0 +6:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:59/0 = 0 +7:59/0/texture_origin = Vector2i(0, -6) +7:59/0/y_sort_origin = -6 +7:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:59/0/physics_layer_0/angular_velocity = 0.0 +7:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:59/0 = 0 +8:59/0/texture_origin = Vector2i(0, -6) +8:59/0/y_sort_origin = -6 +8:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:59/0/physics_layer_0/angular_velocity = 0.0 +8:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:59/0 = 0 +9:59/0/texture_origin = Vector2i(0, -6) +9:59/0/y_sort_origin = -6 +9:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:59/0/physics_layer_0/angular_velocity = 0.0 +9:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:59/0 = 0 +10:59/0/texture_origin = Vector2i(0, -6) +10:59/0/y_sort_origin = -6 +10:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:59/0/physics_layer_0/angular_velocity = 0.0 +10:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:59/0 = 0 +11:59/0/texture_origin = Vector2i(0, -6) +11:59/0/y_sort_origin = -6 +11:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:59/0/physics_layer_0/angular_velocity = 0.0 +11:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:59/0 = 0 +12:59/0/texture_origin = Vector2i(0, -6) +12:59/0/y_sort_origin = -6 +12:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:59/0/physics_layer_0/angular_velocity = 0.0 +12:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:59/0 = 0 +13:59/0/texture_origin = Vector2i(0, -6) +13:59/0/y_sort_origin = -6 +13:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:59/0/physics_layer_0/angular_velocity = 0.0 +13:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:59/0 = 0 +14:59/0/texture_origin = Vector2i(0, -6) +14:59/0/y_sort_origin = -6 +14:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:59/0/physics_layer_0/angular_velocity = 0.0 +14:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:59/0 = 0 +15:59/0/texture_origin = Vector2i(0, -6) +15:59/0/y_sort_origin = -6 +15:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:59/0/physics_layer_0/angular_velocity = 0.0 +15:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:59/0 = 0 +16:59/0/texture_origin = Vector2i(0, -6) +16:59/0/y_sort_origin = -6 +16:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:59/0/physics_layer_0/angular_velocity = 0.0 +16:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:59/0 = 0 +17:59/0/texture_origin = Vector2i(0, -6) +17:59/0/y_sort_origin = -6 +17:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:59/0/physics_layer_0/angular_velocity = 0.0 +17:59/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:59/0 = 0 +18:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:59/0/physics_layer_0/angular_velocity = 0.0 +19:59/0 = 0 +19:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:59/0/physics_layer_0/angular_velocity = 0.0 +20:59/0 = 0 +20:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:59/0/physics_layer_0/angular_velocity = 0.0 +21:59/0 = 0 +21:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:59/0/physics_layer_0/angular_velocity = 0.0 +22:59/0 = 0 +22:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:59/0/physics_layer_0/angular_velocity = 0.0 +23:59/0 = 0 +23:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:59/0/physics_layer_0/angular_velocity = 0.0 +24:59/0 = 0 +24:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:59/0/physics_layer_0/angular_velocity = 0.0 +25:59/0 = 0 +25:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:59/0/physics_layer_0/angular_velocity = 0.0 +26:59/0 = 0 +26:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:59/0/physics_layer_0/angular_velocity = 0.0 +27:59/0 = 0 +27:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:59/0/physics_layer_0/angular_velocity = 0.0 +28:59/0 = 0 +28:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:59/0/physics_layer_0/angular_velocity = 0.0 +29:59/0 = 0 +29:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:59/0/physics_layer_0/angular_velocity = 0.0 +30:59/0 = 0 +30:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:59/0/physics_layer_0/angular_velocity = 0.0 +31:59/0 = 0 +31:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:59/0/physics_layer_0/angular_velocity = 0.0 +32:59/0 = 0 +32:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:59/0/physics_layer_0/angular_velocity = 0.0 +33:59/0 = 0 +33:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:59/0/physics_layer_0/angular_velocity = 0.0 +34:59/0 = 0 +34:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:59/0/physics_layer_0/angular_velocity = 0.0 +35:59/0 = 0 +35:59/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:59/0/physics_layer_0/angular_velocity = 0.0 +0:60/0 = 0 +0:60/0/texture_origin = Vector2i(0, -6) +0:60/0/y_sort_origin = -6 +0:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:60/0/physics_layer_0/angular_velocity = 0.0 +0:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:60/0 = 0 +1:60/0/texture_origin = Vector2i(0, -6) +1:60/0/y_sort_origin = -6 +1:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:60/0/physics_layer_0/angular_velocity = 0.0 +1:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:60/0 = 0 +2:60/0/texture_origin = Vector2i(0, -6) +2:60/0/y_sort_origin = -6 +2:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:60/0/physics_layer_0/angular_velocity = 0.0 +2:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:60/0 = 0 +3:60/0/texture_origin = Vector2i(0, -6) +3:60/0/y_sort_origin = -6 +3:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:60/0/physics_layer_0/angular_velocity = 0.0 +3:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:60/0 = 0 +4:60/0/texture_origin = Vector2i(0, -6) +4:60/0/y_sort_origin = -6 +4:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:60/0/physics_layer_0/angular_velocity = 0.0 +4:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:60/0 = 0 +5:60/0/texture_origin = Vector2i(0, -6) +5:60/0/y_sort_origin = -6 +5:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:60/0/physics_layer_0/angular_velocity = 0.0 +5:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:60/0 = 0 +6:60/0/texture_origin = Vector2i(0, -6) +6:60/0/y_sort_origin = -6 +6:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:60/0/physics_layer_0/angular_velocity = 0.0 +6:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:60/0 = 0 +7:60/0/texture_origin = Vector2i(0, -6) +7:60/0/y_sort_origin = -6 +7:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:60/0/physics_layer_0/angular_velocity = 0.0 +7:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:60/0 = 0 +8:60/0/texture_origin = Vector2i(0, -6) +8:60/0/y_sort_origin = -6 +8:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:60/0/physics_layer_0/angular_velocity = 0.0 +8:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:60/0 = 0 +9:60/0/texture_origin = Vector2i(0, -6) +9:60/0/y_sort_origin = -6 +9:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:60/0/physics_layer_0/angular_velocity = 0.0 +9:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:60/0 = 0 +10:60/0/texture_origin = Vector2i(0, -6) +10:60/0/y_sort_origin = -6 +10:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:60/0/physics_layer_0/angular_velocity = 0.0 +10:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:60/0 = 0 +11:60/0/texture_origin = Vector2i(0, -6) +11:60/0/y_sort_origin = -6 +11:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:60/0/physics_layer_0/angular_velocity = 0.0 +11:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:60/0 = 0 +12:60/0/texture_origin = Vector2i(0, -6) +12:60/0/y_sort_origin = -6 +12:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:60/0/physics_layer_0/angular_velocity = 0.0 +12:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:60/0 = 0 +13:60/0/texture_origin = Vector2i(0, -6) +13:60/0/y_sort_origin = -6 +13:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:60/0/physics_layer_0/angular_velocity = 0.0 +13:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:60/0 = 0 +14:60/0/texture_origin = Vector2i(0, -6) +14:60/0/y_sort_origin = -6 +14:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:60/0/physics_layer_0/angular_velocity = 0.0 +14:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:60/0 = 0 +15:60/0/texture_origin = Vector2i(0, -6) +15:60/0/y_sort_origin = -6 +15:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:60/0/physics_layer_0/angular_velocity = 0.0 +15:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:60/0 = 0 +16:60/0/texture_origin = Vector2i(0, -6) +16:60/0/y_sort_origin = -6 +16:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:60/0/physics_layer_0/angular_velocity = 0.0 +16:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:60/0 = 0 +17:60/0/texture_origin = Vector2i(0, -6) +17:60/0/y_sort_origin = -6 +17:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:60/0/physics_layer_0/angular_velocity = 0.0 +17:60/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:60/0 = 0 +18:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:60/0/physics_layer_0/angular_velocity = 0.0 +19:60/0 = 0 +19:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:60/0/physics_layer_0/angular_velocity = 0.0 +20:60/0 = 0 +20:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:60/0/physics_layer_0/angular_velocity = 0.0 +21:60/0 = 0 +21:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:60/0/physics_layer_0/angular_velocity = 0.0 +22:60/0 = 0 +22:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:60/0/physics_layer_0/angular_velocity = 0.0 +23:60/0 = 0 +23:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:60/0/physics_layer_0/angular_velocity = 0.0 +24:60/0 = 0 +24:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:60/0/physics_layer_0/angular_velocity = 0.0 +25:60/0 = 0 +25:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:60/0/physics_layer_0/angular_velocity = 0.0 +26:60/0 = 0 +26:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:60/0/physics_layer_0/angular_velocity = 0.0 +27:60/0 = 0 +27:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:60/0/physics_layer_0/angular_velocity = 0.0 +28:60/0 = 0 +28:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:60/0/physics_layer_0/angular_velocity = 0.0 +29:60/0 = 0 +29:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:60/0/physics_layer_0/angular_velocity = 0.0 +30:60/0 = 0 +30:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:60/0/physics_layer_0/angular_velocity = 0.0 +31:60/0 = 0 +31:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:60/0/physics_layer_0/angular_velocity = 0.0 +32:60/0 = 0 +32:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:60/0/physics_layer_0/angular_velocity = 0.0 +33:60/0 = 0 +33:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:60/0/physics_layer_0/angular_velocity = 0.0 +34:60/0 = 0 +34:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:60/0/physics_layer_0/angular_velocity = 0.0 +35:60/0 = 0 +35:60/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:60/0/physics_layer_0/angular_velocity = 0.0 +0:61/0 = 0 +0:61/0/texture_origin = Vector2i(0, -6) +0:61/0/y_sort_origin = -6 +0:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:61/0/physics_layer_0/angular_velocity = 0.0 +0:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:61/0 = 0 +1:61/0/texture_origin = Vector2i(0, -6) +1:61/0/y_sort_origin = -6 +1:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:61/0/physics_layer_0/angular_velocity = 0.0 +1:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:61/0 = 0 +2:61/0/texture_origin = Vector2i(0, -6) +2:61/0/y_sort_origin = -6 +2:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:61/0/physics_layer_0/angular_velocity = 0.0 +2:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:61/0 = 0 +3:61/0/texture_origin = Vector2i(0, -6) +3:61/0/y_sort_origin = -6 +3:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:61/0/physics_layer_0/angular_velocity = 0.0 +3:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:61/0 = 0 +4:61/0/texture_origin = Vector2i(0, -6) +4:61/0/y_sort_origin = -6 +4:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:61/0/physics_layer_0/angular_velocity = 0.0 +4:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:61/0 = 0 +5:61/0/texture_origin = Vector2i(0, -6) +5:61/0/y_sort_origin = -6 +5:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:61/0/physics_layer_0/angular_velocity = 0.0 +5:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:61/0 = 0 +6:61/0/texture_origin = Vector2i(0, -6) +6:61/0/y_sort_origin = -6 +6:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:61/0/physics_layer_0/angular_velocity = 0.0 +6:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:61/0 = 0 +7:61/0/texture_origin = Vector2i(0, -6) +7:61/0/y_sort_origin = -6 +7:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:61/0/physics_layer_0/angular_velocity = 0.0 +7:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:61/0 = 0 +8:61/0/texture_origin = Vector2i(0, -6) +8:61/0/y_sort_origin = -6 +8:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:61/0/physics_layer_0/angular_velocity = 0.0 +8:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:61/0 = 0 +9:61/0/texture_origin = Vector2i(0, -6) +9:61/0/y_sort_origin = -6 +9:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:61/0/physics_layer_0/angular_velocity = 0.0 +9:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:61/0 = 0 +10:61/0/texture_origin = Vector2i(0, -6) +10:61/0/y_sort_origin = -6 +10:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:61/0/physics_layer_0/angular_velocity = 0.0 +10:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:61/0 = 0 +11:61/0/texture_origin = Vector2i(0, -6) +11:61/0/y_sort_origin = -6 +11:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:61/0/physics_layer_0/angular_velocity = 0.0 +11:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:61/0 = 0 +12:61/0/texture_origin = Vector2i(0, -6) +12:61/0/y_sort_origin = -6 +12:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:61/0/physics_layer_0/angular_velocity = 0.0 +12:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:61/0 = 0 +13:61/0/texture_origin = Vector2i(0, -6) +13:61/0/y_sort_origin = -6 +13:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:61/0/physics_layer_0/angular_velocity = 0.0 +13:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:61/0 = 0 +14:61/0/texture_origin = Vector2i(0, -6) +14:61/0/y_sort_origin = -6 +14:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:61/0/physics_layer_0/angular_velocity = 0.0 +14:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:61/0 = 0 +15:61/0/texture_origin = Vector2i(0, -6) +15:61/0/y_sort_origin = -6 +15:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:61/0/physics_layer_0/angular_velocity = 0.0 +15:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:61/0 = 0 +16:61/0/texture_origin = Vector2i(0, -6) +16:61/0/y_sort_origin = -6 +16:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:61/0/physics_layer_0/angular_velocity = 0.0 +16:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:61/0 = 0 +17:61/0/texture_origin = Vector2i(0, -6) +17:61/0/y_sort_origin = -6 +17:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:61/0/physics_layer_0/angular_velocity = 0.0 +17:61/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:61/0 = 0 +18:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:61/0/physics_layer_0/angular_velocity = 0.0 +19:61/0 = 0 +19:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:61/0/physics_layer_0/angular_velocity = 0.0 +20:61/0 = 0 +20:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:61/0/physics_layer_0/angular_velocity = 0.0 +21:61/0 = 0 +21:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:61/0/physics_layer_0/angular_velocity = 0.0 +22:61/0 = 0 +22:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:61/0/physics_layer_0/angular_velocity = 0.0 +23:61/0 = 0 +23:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:61/0/physics_layer_0/angular_velocity = 0.0 +24:61/0 = 0 +24:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:61/0/physics_layer_0/angular_velocity = 0.0 +25:61/0 = 0 +25:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:61/0/physics_layer_0/angular_velocity = 0.0 +26:61/0 = 0 +26:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:61/0/physics_layer_0/angular_velocity = 0.0 +27:61/0 = 0 +27:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:61/0/physics_layer_0/angular_velocity = 0.0 +28:61/0 = 0 +28:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:61/0/physics_layer_0/angular_velocity = 0.0 +29:61/0 = 0 +29:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:61/0/physics_layer_0/angular_velocity = 0.0 +30:61/0 = 0 +30:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:61/0/physics_layer_0/angular_velocity = 0.0 +31:61/0 = 0 +31:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:61/0/physics_layer_0/angular_velocity = 0.0 +32:61/0 = 0 +32:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:61/0/physics_layer_0/angular_velocity = 0.0 +33:61/0 = 0 +33:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:61/0/physics_layer_0/angular_velocity = 0.0 +34:61/0 = 0 +34:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:61/0/physics_layer_0/angular_velocity = 0.0 +35:61/0 = 0 +35:61/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:61/0/physics_layer_0/angular_velocity = 0.0 +0:62/0 = 0 +0:62/0/texture_origin = Vector2i(0, -6) +0:62/0/y_sort_origin = -6 +0:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:62/0/physics_layer_0/angular_velocity = 0.0 +0:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:62/0 = 0 +1:62/0/texture_origin = Vector2i(0, -6) +1:62/0/y_sort_origin = -6 +1:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:62/0/physics_layer_0/angular_velocity = 0.0 +1:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:62/0 = 0 +2:62/0/texture_origin = Vector2i(0, -6) +2:62/0/y_sort_origin = -6 +2:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:62/0/physics_layer_0/angular_velocity = 0.0 +2:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:62/0 = 0 +3:62/0/texture_origin = Vector2i(0, -6) +3:62/0/y_sort_origin = -6 +3:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:62/0/physics_layer_0/angular_velocity = 0.0 +3:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:62/0 = 0 +4:62/0/texture_origin = Vector2i(0, -6) +4:62/0/y_sort_origin = -6 +4:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:62/0/physics_layer_0/angular_velocity = 0.0 +4:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:62/0 = 0 +5:62/0/texture_origin = Vector2i(0, -6) +5:62/0/y_sort_origin = -6 +5:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:62/0/physics_layer_0/angular_velocity = 0.0 +5:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:62/0 = 0 +6:62/0/texture_origin = Vector2i(0, -6) +6:62/0/y_sort_origin = -6 +6:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:62/0/physics_layer_0/angular_velocity = 0.0 +6:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:62/0 = 0 +7:62/0/texture_origin = Vector2i(0, -6) +7:62/0/y_sort_origin = -6 +7:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:62/0/physics_layer_0/angular_velocity = 0.0 +7:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:62/0 = 0 +8:62/0/texture_origin = Vector2i(0, -6) +8:62/0/y_sort_origin = -6 +8:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:62/0/physics_layer_0/angular_velocity = 0.0 +8:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:62/0 = 0 +9:62/0/texture_origin = Vector2i(0, -6) +9:62/0/y_sort_origin = -6 +9:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:62/0/physics_layer_0/angular_velocity = 0.0 +9:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:62/0 = 0 +10:62/0/texture_origin = Vector2i(0, -6) +10:62/0/y_sort_origin = -6 +10:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:62/0/physics_layer_0/angular_velocity = 0.0 +10:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:62/0 = 0 +11:62/0/texture_origin = Vector2i(0, -6) +11:62/0/y_sort_origin = -6 +11:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:62/0/physics_layer_0/angular_velocity = 0.0 +11:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:62/0 = 0 +12:62/0/texture_origin = Vector2i(0, -6) +12:62/0/y_sort_origin = -6 +12:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:62/0/physics_layer_0/angular_velocity = 0.0 +12:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:62/0 = 0 +13:62/0/texture_origin = Vector2i(0, -6) +13:62/0/y_sort_origin = -6 +13:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:62/0/physics_layer_0/angular_velocity = 0.0 +13:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:62/0 = 0 +14:62/0/texture_origin = Vector2i(0, -6) +14:62/0/y_sort_origin = -6 +14:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:62/0/physics_layer_0/angular_velocity = 0.0 +14:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:62/0 = 0 +15:62/0/texture_origin = Vector2i(0, -6) +15:62/0/y_sort_origin = -6 +15:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:62/0/physics_layer_0/angular_velocity = 0.0 +15:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:62/0 = 0 +16:62/0/texture_origin = Vector2i(0, -6) +16:62/0/y_sort_origin = -6 +16:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:62/0/physics_layer_0/angular_velocity = 0.0 +16:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:62/0 = 0 +17:62/0/texture_origin = Vector2i(0, -6) +17:62/0/y_sort_origin = -6 +17:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:62/0/physics_layer_0/angular_velocity = 0.0 +17:62/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:62/0 = 0 +18:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:62/0/physics_layer_0/angular_velocity = 0.0 +19:62/0 = 0 +19:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:62/0/physics_layer_0/angular_velocity = 0.0 +20:62/0 = 0 +20:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:62/0/physics_layer_0/angular_velocity = 0.0 +21:62/0 = 0 +21:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:62/0/physics_layer_0/angular_velocity = 0.0 +22:62/0 = 0 +22:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:62/0/physics_layer_0/angular_velocity = 0.0 +23:62/0 = 0 +23:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:62/0/physics_layer_0/angular_velocity = 0.0 +24:62/0 = 0 +24:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:62/0/physics_layer_0/angular_velocity = 0.0 +25:62/0 = 0 +25:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:62/0/physics_layer_0/angular_velocity = 0.0 +26:62/0 = 0 +26:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:62/0/physics_layer_0/angular_velocity = 0.0 +27:62/0 = 0 +27:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:62/0/physics_layer_0/angular_velocity = 0.0 +28:62/0 = 0 +28:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:62/0/physics_layer_0/angular_velocity = 0.0 +29:62/0 = 0 +29:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:62/0/physics_layer_0/angular_velocity = 0.0 +30:62/0 = 0 +30:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:62/0/physics_layer_0/angular_velocity = 0.0 +31:62/0 = 0 +31:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:62/0/physics_layer_0/angular_velocity = 0.0 +32:62/0 = 0 +32:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:62/0/physics_layer_0/angular_velocity = 0.0 +33:62/0 = 0 +33:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:62/0/physics_layer_0/angular_velocity = 0.0 +34:62/0 = 0 +34:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:62/0/physics_layer_0/angular_velocity = 0.0 +35:62/0 = 0 +35:62/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:62/0/physics_layer_0/angular_velocity = 0.0 +0:63/0 = 0 +0:63/0/texture_origin = Vector2i(0, -6) +0:63/0/y_sort_origin = -6 +0:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:63/0/physics_layer_0/angular_velocity = 0.0 +0:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:63/0 = 0 +1:63/0/texture_origin = Vector2i(0, -6) +1:63/0/y_sort_origin = -6 +1:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:63/0/physics_layer_0/angular_velocity = 0.0 +1:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:63/0 = 0 +2:63/0/texture_origin = Vector2i(0, -6) +2:63/0/y_sort_origin = -6 +2:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:63/0/physics_layer_0/angular_velocity = 0.0 +2:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:63/0 = 0 +3:63/0/texture_origin = Vector2i(0, -6) +3:63/0/y_sort_origin = -6 +3:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:63/0/physics_layer_0/angular_velocity = 0.0 +3:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:63/0 = 0 +4:63/0/texture_origin = Vector2i(0, -6) +4:63/0/y_sort_origin = -6 +4:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:63/0/physics_layer_0/angular_velocity = 0.0 +4:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:63/0 = 0 +5:63/0/texture_origin = Vector2i(0, -6) +5:63/0/y_sort_origin = -6 +5:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:63/0/physics_layer_0/angular_velocity = 0.0 +5:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +6:63/0 = 0 +6:63/0/texture_origin = Vector2i(0, -6) +6:63/0/y_sort_origin = -6 +6:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:63/0/physics_layer_0/angular_velocity = 0.0 +6:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +7:63/0 = 0 +7:63/0/texture_origin = Vector2i(0, -6) +7:63/0/y_sort_origin = -6 +7:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:63/0/physics_layer_0/angular_velocity = 0.0 +7:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +8:63/0 = 0 +8:63/0/texture_origin = Vector2i(0, -6) +8:63/0/y_sort_origin = -6 +8:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:63/0/physics_layer_0/angular_velocity = 0.0 +8:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +9:63/0 = 0 +9:63/0/texture_origin = Vector2i(0, -6) +9:63/0/y_sort_origin = -6 +9:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:63/0/physics_layer_0/angular_velocity = 0.0 +9:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +10:63/0 = 0 +10:63/0/texture_origin = Vector2i(0, -6) +10:63/0/y_sort_origin = -6 +10:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:63/0/physics_layer_0/angular_velocity = 0.0 +10:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +11:63/0 = 0 +11:63/0/texture_origin = Vector2i(0, -6) +11:63/0/y_sort_origin = -6 +11:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:63/0/physics_layer_0/angular_velocity = 0.0 +11:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +12:63/0 = 0 +12:63/0/texture_origin = Vector2i(0, -6) +12:63/0/y_sort_origin = -6 +12:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:63/0/physics_layer_0/angular_velocity = 0.0 +12:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +13:63/0 = 0 +13:63/0/texture_origin = Vector2i(0, -6) +13:63/0/y_sort_origin = -6 +13:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:63/0/physics_layer_0/angular_velocity = 0.0 +13:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +14:63/0 = 0 +14:63/0/texture_origin = Vector2i(0, -6) +14:63/0/y_sort_origin = -6 +14:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:63/0/physics_layer_0/angular_velocity = 0.0 +14:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +15:63/0 = 0 +15:63/0/texture_origin = Vector2i(0, -6) +15:63/0/y_sort_origin = -6 +15:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:63/0/physics_layer_0/angular_velocity = 0.0 +15:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +16:63/0 = 0 +16:63/0/texture_origin = Vector2i(0, -6) +16:63/0/y_sort_origin = -6 +16:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:63/0/physics_layer_0/angular_velocity = 0.0 +16:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +17:63/0 = 0 +17:63/0/texture_origin = Vector2i(0, -6) +17:63/0/y_sort_origin = -6 +17:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:63/0/physics_layer_0/angular_velocity = 0.0 +17:63/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:63/0 = 0 +18:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:63/0/physics_layer_0/angular_velocity = 0.0 +19:63/0 = 0 +19:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:63/0/physics_layer_0/angular_velocity = 0.0 +20:63/0 = 0 +20:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:63/0/physics_layer_0/angular_velocity = 0.0 +21:63/0 = 0 +21:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:63/0/physics_layer_0/angular_velocity = 0.0 +22:63/0 = 0 +22:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:63/0/physics_layer_0/angular_velocity = 0.0 +23:63/0 = 0 +23:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:63/0/physics_layer_0/angular_velocity = 0.0 +24:63/0 = 0 +24:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:63/0/physics_layer_0/angular_velocity = 0.0 +25:63/0 = 0 +25:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:63/0/physics_layer_0/angular_velocity = 0.0 +26:63/0 = 0 +26:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:63/0/physics_layer_0/angular_velocity = 0.0 +27:63/0 = 0 +27:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:63/0/physics_layer_0/angular_velocity = 0.0 +28:63/0 = 0 +28:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:63/0/physics_layer_0/angular_velocity = 0.0 +29:63/0 = 0 +29:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:63/0/physics_layer_0/angular_velocity = 0.0 +30:63/0 = 0 +30:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:63/0/physics_layer_0/angular_velocity = 0.0 +31:63/0 = 0 +31:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:63/0/physics_layer_0/angular_velocity = 0.0 +32:63/0 = 0 +32:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:63/0/physics_layer_0/angular_velocity = 0.0 +33:63/0 = 0 +33:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:63/0/physics_layer_0/angular_velocity = 0.0 +34:63/0 = 0 +34:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:63/0/physics_layer_0/angular_velocity = 0.0 +35:63/0 = 0 +35:63/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:63/0/physics_layer_0/angular_velocity = 0.0 +0:64/0 = 0 +0:64/0/texture_origin = Vector2i(0, -6) +0:64/0/y_sort_origin = -6 +0:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:64/0/physics_layer_0/angular_velocity = 0.0 +0:64/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +1:64/0 = 0 +1:64/0/texture_origin = Vector2i(0, -6) +1:64/0/y_sort_origin = -6 +1:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:64/0/physics_layer_0/angular_velocity = 0.0 +1:64/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +2:64/0 = 0 +2:64/0/texture_origin = Vector2i(0, -6) +2:64/0/y_sort_origin = -6 +2:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:64/0/physics_layer_0/angular_velocity = 0.0 +2:64/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +3:64/0 = 0 +3:64/0/texture_origin = Vector2i(0, -6) +3:64/0/y_sort_origin = -6 +3:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:64/0/physics_layer_0/angular_velocity = 0.0 +3:64/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +4:64/0 = 0 +4:64/0/texture_origin = Vector2i(0, -6) +4:64/0/y_sort_origin = -6 +4:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:64/0/physics_layer_0/angular_velocity = 0.0 +4:64/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +5:64/0 = 0 +5:64/0/texture_origin = Vector2i(0, -6) +5:64/0/y_sort_origin = -6 +5:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:64/0/physics_layer_0/angular_velocity = 0.0 +5:64/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 0, -11.844, 12.9047, 0, 17.8544, 11.1369, 12.3744, 12, 0, 0, -6) +18:64/0 = 0 +18:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:64/0/physics_layer_0/angular_velocity = 0.0 +19:64/0 = 0 +19:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:64/0/physics_layer_0/angular_velocity = 0.0 +20:64/0 = 0 +20:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:64/0/physics_layer_0/angular_velocity = 0.0 +21:64/0 = 0 +21:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:64/0/physics_layer_0/angular_velocity = 0.0 +22:64/0 = 0 +22:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:64/0/physics_layer_0/angular_velocity = 0.0 +23:64/0 = 0 +23:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:64/0/physics_layer_0/angular_velocity = 0.0 +24:64/0 = 0 +24:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:64/0/physics_layer_0/angular_velocity = 0.0 +25:64/0 = 0 +25:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:64/0/physics_layer_0/angular_velocity = 0.0 +26:64/0 = 0 +26:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:64/0/physics_layer_0/angular_velocity = 0.0 +27:64/0 = 0 +27:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:64/0/physics_layer_0/angular_velocity = 0.0 +28:64/0 = 0 +28:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:64/0/physics_layer_0/angular_velocity = 0.0 +29:64/0 = 0 +29:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:64/0/physics_layer_0/angular_velocity = 0.0 +30:64/0 = 0 +30:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:64/0/physics_layer_0/angular_velocity = 0.0 +31:64/0 = 0 +31:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:64/0/physics_layer_0/angular_velocity = 0.0 +32:64/0 = 0 +32:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:64/0/physics_layer_0/angular_velocity = 0.0 +33:64/0 = 0 +33:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:64/0/physics_layer_0/angular_velocity = 0.0 +34:64/0 = 0 +34:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:64/0/physics_layer_0/angular_velocity = 0.0 +35:64/0 = 0 +35:64/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:64/0/physics_layer_0/angular_velocity = 0.0 +0:65/0 = 0 +0:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:65/0/physics_layer_0/angular_velocity = 0.0 +1:65/0 = 0 +1:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:65/0/physics_layer_0/angular_velocity = 0.0 +2:65/0 = 0 +2:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:65/0/physics_layer_0/angular_velocity = 0.0 +3:65/0 = 0 +3:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:65/0/physics_layer_0/angular_velocity = 0.0 +4:65/0 = 0 +4:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:65/0/physics_layer_0/angular_velocity = 0.0 +5:65/0 = 0 +5:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:65/0/physics_layer_0/angular_velocity = 0.0 +6:65/0 = 0 +6:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:65/0/physics_layer_0/angular_velocity = 0.0 +7:65/0 = 0 +7:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:65/0/physics_layer_0/angular_velocity = 0.0 +8:65/0 = 0 +8:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:65/0/physics_layer_0/angular_velocity = 0.0 +9:65/0 = 0 +9:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:65/0/physics_layer_0/angular_velocity = 0.0 +10:65/0 = 0 +10:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:65/0/physics_layer_0/angular_velocity = 0.0 +11:65/0 = 0 +11:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:65/0/physics_layer_0/angular_velocity = 0.0 +12:65/0 = 0 +12:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:65/0/physics_layer_0/angular_velocity = 0.0 +13:65/0 = 0 +13:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:65/0/physics_layer_0/angular_velocity = 0.0 +14:65/0 = 0 +14:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:65/0/physics_layer_0/angular_velocity = 0.0 +15:65/0 = 0 +15:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:65/0/physics_layer_0/angular_velocity = 0.0 +16:65/0 = 0 +16:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:65/0/physics_layer_0/angular_velocity = 0.0 +17:65/0 = 0 +17:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:65/0/physics_layer_0/angular_velocity = 0.0 +18:65/0 = 0 +18:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:65/0/physics_layer_0/angular_velocity = 0.0 +19:65/0 = 0 +19:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:65/0/physics_layer_0/angular_velocity = 0.0 +20:65/0 = 0 +20:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:65/0/physics_layer_0/angular_velocity = 0.0 +21:65/0 = 0 +21:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:65/0/physics_layer_0/angular_velocity = 0.0 +22:65/0 = 0 +22:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:65/0/physics_layer_0/angular_velocity = 0.0 +23:65/0 = 0 +23:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:65/0/physics_layer_0/angular_velocity = 0.0 +24:65/0 = 0 +24:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:65/0/physics_layer_0/angular_velocity = 0.0 +25:65/0 = 0 +25:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:65/0/physics_layer_0/angular_velocity = 0.0 +26:65/0 = 0 +26:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:65/0/physics_layer_0/angular_velocity = 0.0 +27:65/0 = 0 +27:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:65/0/physics_layer_0/angular_velocity = 0.0 +28:65/0 = 0 +28:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:65/0/physics_layer_0/angular_velocity = 0.0 +29:65/0 = 0 +29:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:65/0/physics_layer_0/angular_velocity = 0.0 +30:65/0 = 0 +30:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:65/0/physics_layer_0/angular_velocity = 0.0 +31:65/0 = 0 +31:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:65/0/physics_layer_0/angular_velocity = 0.0 +32:65/0 = 0 +32:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:65/0/physics_layer_0/angular_velocity = 0.0 +33:65/0 = 0 +33:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:65/0/physics_layer_0/angular_velocity = 0.0 +34:65/0 = 0 +34:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:65/0/physics_layer_0/angular_velocity = 0.0 +35:65/0 = 0 +35:65/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:65/0/physics_layer_0/angular_velocity = 0.0 +0:66/0 = 0 +0:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:66/0/physics_layer_0/angular_velocity = 0.0 +1:66/0 = 0 +1:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:66/0/physics_layer_0/angular_velocity = 0.0 +2:66/0 = 0 +2:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:66/0/physics_layer_0/angular_velocity = 0.0 +3:66/0 = 0 +3:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:66/0/physics_layer_0/angular_velocity = 0.0 +4:66/0 = 0 +4:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:66/0/physics_layer_0/angular_velocity = 0.0 +5:66/0 = 0 +5:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:66/0/physics_layer_0/angular_velocity = 0.0 +6:66/0 = 0 +6:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:66/0/physics_layer_0/angular_velocity = 0.0 +7:66/0 = 0 +7:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:66/0/physics_layer_0/angular_velocity = 0.0 +8:66/0 = 0 +8:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:66/0/physics_layer_0/angular_velocity = 0.0 +9:66/0 = 0 +9:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:66/0/physics_layer_0/angular_velocity = 0.0 +10:66/0 = 0 +10:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:66/0/physics_layer_0/angular_velocity = 0.0 +11:66/0 = 0 +11:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:66/0/physics_layer_0/angular_velocity = 0.0 +12:66/0 = 0 +12:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:66/0/physics_layer_0/angular_velocity = 0.0 +13:66/0 = 0 +13:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:66/0/physics_layer_0/angular_velocity = 0.0 +14:66/0 = 0 +14:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:66/0/physics_layer_0/angular_velocity = 0.0 +15:66/0 = 0 +15:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:66/0/physics_layer_0/angular_velocity = 0.0 +16:66/0 = 0 +16:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:66/0/physics_layer_0/angular_velocity = 0.0 +17:66/0 = 0 +17:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:66/0/physics_layer_0/angular_velocity = 0.0 +18:66/0 = 0 +18:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:66/0/physics_layer_0/angular_velocity = 0.0 +19:66/0 = 0 +19:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:66/0/physics_layer_0/angular_velocity = 0.0 +20:66/0 = 0 +20:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:66/0/physics_layer_0/angular_velocity = 0.0 +21:66/0 = 0 +21:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:66/0/physics_layer_0/angular_velocity = 0.0 +22:66/0 = 0 +22:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:66/0/physics_layer_0/angular_velocity = 0.0 +23:66/0 = 0 +23:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:66/0/physics_layer_0/angular_velocity = 0.0 +24:66/0 = 0 +24:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:66/0/physics_layer_0/angular_velocity = 0.0 +25:66/0 = 0 +25:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:66/0/physics_layer_0/angular_velocity = 0.0 +26:66/0 = 0 +26:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:66/0/physics_layer_0/angular_velocity = 0.0 +27:66/0 = 0 +27:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:66/0/physics_layer_0/angular_velocity = 0.0 +28:66/0 = 0 +28:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:66/0/physics_layer_0/angular_velocity = 0.0 +29:66/0 = 0 +29:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:66/0/physics_layer_0/angular_velocity = 0.0 +30:66/0 = 0 +30:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:66/0/physics_layer_0/angular_velocity = 0.0 +31:66/0 = 0 +31:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:66/0/physics_layer_0/angular_velocity = 0.0 +32:66/0 = 0 +32:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:66/0/physics_layer_0/angular_velocity = 0.0 +33:66/0 = 0 +33:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:66/0/physics_layer_0/angular_velocity = 0.0 +34:66/0 = 0 +34:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:66/0/physics_layer_0/angular_velocity = 0.0 +35:66/0 = 0 +35:66/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:66/0/physics_layer_0/angular_velocity = 0.0 +0:67/0 = 0 +0:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:67/0/physics_layer_0/angular_velocity = 0.0 +1:67/0 = 0 +1:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:67/0/physics_layer_0/angular_velocity = 0.0 +2:67/0 = 0 +2:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:67/0/physics_layer_0/angular_velocity = 0.0 +3:67/0 = 0 +3:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:67/0/physics_layer_0/angular_velocity = 0.0 +4:67/0 = 0 +4:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:67/0/physics_layer_0/angular_velocity = 0.0 +5:67/0 = 0 +5:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:67/0/physics_layer_0/angular_velocity = 0.0 +6:67/0 = 0 +6:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:67/0/physics_layer_0/angular_velocity = 0.0 +7:67/0 = 0 +7:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:67/0/physics_layer_0/angular_velocity = 0.0 +8:67/0 = 0 +8:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:67/0/physics_layer_0/angular_velocity = 0.0 +9:67/0 = 0 +9:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:67/0/physics_layer_0/angular_velocity = 0.0 +10:67/0 = 0 +10:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:67/0/physics_layer_0/angular_velocity = 0.0 +11:67/0 = 0 +11:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:67/0/physics_layer_0/angular_velocity = 0.0 +12:67/0 = 0 +12:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:67/0/physics_layer_0/angular_velocity = 0.0 +13:67/0 = 0 +13:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:67/0/physics_layer_0/angular_velocity = 0.0 +14:67/0 = 0 +14:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:67/0/physics_layer_0/angular_velocity = 0.0 +15:67/0 = 0 +15:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:67/0/physics_layer_0/angular_velocity = 0.0 +16:67/0 = 0 +16:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:67/0/physics_layer_0/angular_velocity = 0.0 +17:67/0 = 0 +17:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:67/0/physics_layer_0/angular_velocity = 0.0 +18:67/0 = 0 +18:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:67/0/physics_layer_0/angular_velocity = 0.0 +19:67/0 = 0 +19:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:67/0/physics_layer_0/angular_velocity = 0.0 +20:67/0 = 0 +20:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:67/0/physics_layer_0/angular_velocity = 0.0 +21:67/0 = 0 +21:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:67/0/physics_layer_0/angular_velocity = 0.0 +22:67/0 = 0 +22:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:67/0/physics_layer_0/angular_velocity = 0.0 +23:67/0 = 0 +23:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:67/0/physics_layer_0/angular_velocity = 0.0 +24:67/0 = 0 +24:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:67/0/physics_layer_0/angular_velocity = 0.0 +25:67/0 = 0 +25:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:67/0/physics_layer_0/angular_velocity = 0.0 +26:67/0 = 0 +26:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:67/0/physics_layer_0/angular_velocity = 0.0 +27:67/0 = 0 +27:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:67/0/physics_layer_0/angular_velocity = 0.0 +28:67/0 = 0 +28:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:67/0/physics_layer_0/angular_velocity = 0.0 +29:67/0 = 0 +29:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:67/0/physics_layer_0/angular_velocity = 0.0 +30:67/0 = 0 +30:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:67/0/physics_layer_0/angular_velocity = 0.0 +31:67/0 = 0 +31:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:67/0/physics_layer_0/angular_velocity = 0.0 +32:67/0 = 0 +32:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:67/0/physics_layer_0/angular_velocity = 0.0 +33:67/0 = 0 +33:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:67/0/physics_layer_0/angular_velocity = 0.0 +34:67/0 = 0 +34:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:67/0/physics_layer_0/angular_velocity = 0.0 +35:67/0 = 0 +35:67/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:67/0/physics_layer_0/angular_velocity = 0.0 +0:68/0 = 0 +0:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:68/0/physics_layer_0/angular_velocity = 0.0 +1:68/0 = 0 +1:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:68/0/physics_layer_0/angular_velocity = 0.0 +2:68/0 = 0 +2:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:68/0/physics_layer_0/angular_velocity = 0.0 +3:68/0 = 0 +3:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:68/0/physics_layer_0/angular_velocity = 0.0 +4:68/0 = 0 +4:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:68/0/physics_layer_0/angular_velocity = 0.0 +5:68/0 = 0 +5:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:68/0/physics_layer_0/angular_velocity = 0.0 +6:68/0 = 0 +6:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:68/0/physics_layer_0/angular_velocity = 0.0 +7:68/0 = 0 +7:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:68/0/physics_layer_0/angular_velocity = 0.0 +8:68/0 = 0 +8:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:68/0/physics_layer_0/angular_velocity = 0.0 +9:68/0 = 0 +9:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:68/0/physics_layer_0/angular_velocity = 0.0 +10:68/0 = 0 +10:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:68/0/physics_layer_0/angular_velocity = 0.0 +11:68/0 = 0 +11:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:68/0/physics_layer_0/angular_velocity = 0.0 +12:68/0 = 0 +12:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:68/0/physics_layer_0/angular_velocity = 0.0 +13:68/0 = 0 +13:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:68/0/physics_layer_0/angular_velocity = 0.0 +14:68/0 = 0 +14:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:68/0/physics_layer_0/angular_velocity = 0.0 +15:68/0 = 0 +15:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:68/0/physics_layer_0/angular_velocity = 0.0 +16:68/0 = 0 +16:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:68/0/physics_layer_0/angular_velocity = 0.0 +17:68/0 = 0 +17:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:68/0/physics_layer_0/angular_velocity = 0.0 +18:68/0 = 0 +18:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:68/0/physics_layer_0/angular_velocity = 0.0 +19:68/0 = 0 +19:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:68/0/physics_layer_0/angular_velocity = 0.0 +20:68/0 = 0 +20:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:68/0/physics_layer_0/angular_velocity = 0.0 +21:68/0 = 0 +21:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:68/0/physics_layer_0/angular_velocity = 0.0 +22:68/0 = 0 +22:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:68/0/physics_layer_0/angular_velocity = 0.0 +23:68/0 = 0 +23:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:68/0/physics_layer_0/angular_velocity = 0.0 +24:68/0 = 0 +24:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:68/0/physics_layer_0/angular_velocity = 0.0 +25:68/0 = 0 +25:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:68/0/physics_layer_0/angular_velocity = 0.0 +26:68/0 = 0 +26:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:68/0/physics_layer_0/angular_velocity = 0.0 +27:68/0 = 0 +27:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:68/0/physics_layer_0/angular_velocity = 0.0 +28:68/0 = 0 +28:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:68/0/physics_layer_0/angular_velocity = 0.0 +29:68/0 = 0 +29:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:68/0/physics_layer_0/angular_velocity = 0.0 +30:68/0 = 0 +30:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:68/0/physics_layer_0/angular_velocity = 0.0 +31:68/0 = 0 +31:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:68/0/physics_layer_0/angular_velocity = 0.0 +32:68/0 = 0 +32:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:68/0/physics_layer_0/angular_velocity = 0.0 +33:68/0 = 0 +33:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:68/0/physics_layer_0/angular_velocity = 0.0 +34:68/0 = 0 +34:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:68/0/physics_layer_0/angular_velocity = 0.0 +35:68/0 = 0 +35:68/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:68/0/physics_layer_0/angular_velocity = 0.0 +0:69/0 = 0 +0:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:69/0/physics_layer_0/angular_velocity = 0.0 +1:69/0 = 0 +1:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:69/0/physics_layer_0/angular_velocity = 0.0 +2:69/0 = 0 +2:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:69/0/physics_layer_0/angular_velocity = 0.0 +3:69/0 = 0 +3:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:69/0/physics_layer_0/angular_velocity = 0.0 +4:69/0 = 0 +4:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:69/0/physics_layer_0/angular_velocity = 0.0 +5:69/0 = 0 +5:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:69/0/physics_layer_0/angular_velocity = 0.0 +6:69/0 = 0 +6:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:69/0/physics_layer_0/angular_velocity = 0.0 +7:69/0 = 0 +7:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:69/0/physics_layer_0/angular_velocity = 0.0 +8:69/0 = 0 +8:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:69/0/physics_layer_0/angular_velocity = 0.0 +9:69/0 = 0 +9:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:69/0/physics_layer_0/angular_velocity = 0.0 +10:69/0 = 0 +10:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:69/0/physics_layer_0/angular_velocity = 0.0 +11:69/0 = 0 +11:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:69/0/physics_layer_0/angular_velocity = 0.0 +12:69/0 = 0 +12:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:69/0/physics_layer_0/angular_velocity = 0.0 +13:69/0 = 0 +13:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:69/0/physics_layer_0/angular_velocity = 0.0 +14:69/0 = 0 +14:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:69/0/physics_layer_0/angular_velocity = 0.0 +15:69/0 = 0 +15:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:69/0/physics_layer_0/angular_velocity = 0.0 +16:69/0 = 0 +16:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:69/0/physics_layer_0/angular_velocity = 0.0 +17:69/0 = 0 +17:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:69/0/physics_layer_0/angular_velocity = 0.0 +18:69/0 = 0 +18:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:69/0/physics_layer_0/angular_velocity = 0.0 +19:69/0 = 0 +19:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:69/0/physics_layer_0/angular_velocity = 0.0 +20:69/0 = 0 +20:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:69/0/physics_layer_0/angular_velocity = 0.0 +21:69/0 = 0 +21:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:69/0/physics_layer_0/angular_velocity = 0.0 +22:69/0 = 0 +22:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:69/0/physics_layer_0/angular_velocity = 0.0 +23:69/0 = 0 +23:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:69/0/physics_layer_0/angular_velocity = 0.0 +24:69/0 = 0 +24:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:69/0/physics_layer_0/angular_velocity = 0.0 +25:69/0 = 0 +25:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:69/0/physics_layer_0/angular_velocity = 0.0 +26:69/0 = 0 +26:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:69/0/physics_layer_0/angular_velocity = 0.0 +27:69/0 = 0 +27:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:69/0/physics_layer_0/angular_velocity = 0.0 +28:69/0 = 0 +28:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:69/0/physics_layer_0/angular_velocity = 0.0 +29:69/0 = 0 +29:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:69/0/physics_layer_0/angular_velocity = 0.0 +30:69/0 = 0 +30:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:69/0/physics_layer_0/angular_velocity = 0.0 +31:69/0 = 0 +31:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:69/0/physics_layer_0/angular_velocity = 0.0 +32:69/0 = 0 +32:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:69/0/physics_layer_0/angular_velocity = 0.0 +33:69/0 = 0 +33:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:69/0/physics_layer_0/angular_velocity = 0.0 +34:69/0 = 0 +34:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:69/0/physics_layer_0/angular_velocity = 0.0 +35:69/0 = 0 +35:69/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:69/0/physics_layer_0/angular_velocity = 0.0 +0:70/0 = 0 +0:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:70/0/physics_layer_0/angular_velocity = 0.0 +1:70/0 = 0 +1:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:70/0/physics_layer_0/angular_velocity = 0.0 +2:70/0 = 0 +2:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:70/0/physics_layer_0/angular_velocity = 0.0 +3:70/0 = 0 +3:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:70/0/physics_layer_0/angular_velocity = 0.0 +4:70/0 = 0 +4:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:70/0/physics_layer_0/angular_velocity = 0.0 +5:70/0 = 0 +5:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:70/0/physics_layer_0/angular_velocity = 0.0 +6:70/0 = 0 +6:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:70/0/physics_layer_0/angular_velocity = 0.0 +7:70/0 = 0 +7:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:70/0/physics_layer_0/angular_velocity = 0.0 +8:70/0 = 0 +8:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:70/0/physics_layer_0/angular_velocity = 0.0 +9:70/0 = 0 +9:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:70/0/physics_layer_0/angular_velocity = 0.0 +10:70/0 = 0 +10:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:70/0/physics_layer_0/angular_velocity = 0.0 +11:70/0 = 0 +11:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:70/0/physics_layer_0/angular_velocity = 0.0 +12:70/0 = 0 +12:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:70/0/physics_layer_0/angular_velocity = 0.0 +13:70/0 = 0 +13:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:70/0/physics_layer_0/angular_velocity = 0.0 +14:70/0 = 0 +14:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:70/0/physics_layer_0/angular_velocity = 0.0 +15:70/0 = 0 +15:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:70/0/physics_layer_0/angular_velocity = 0.0 +16:70/0 = 0 +16:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:70/0/physics_layer_0/angular_velocity = 0.0 +17:70/0 = 0 +17:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:70/0/physics_layer_0/angular_velocity = 0.0 +18:70/0 = 0 +18:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:70/0/physics_layer_0/angular_velocity = 0.0 +19:70/0 = 0 +19:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:70/0/physics_layer_0/angular_velocity = 0.0 +20:70/0 = 0 +20:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:70/0/physics_layer_0/angular_velocity = 0.0 +21:70/0 = 0 +21:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:70/0/physics_layer_0/angular_velocity = 0.0 +22:70/0 = 0 +22:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:70/0/physics_layer_0/angular_velocity = 0.0 +23:70/0 = 0 +23:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:70/0/physics_layer_0/angular_velocity = 0.0 +24:70/0 = 0 +24:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:70/0/physics_layer_0/angular_velocity = 0.0 +25:70/0 = 0 +25:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:70/0/physics_layer_0/angular_velocity = 0.0 +26:70/0 = 0 +26:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:70/0/physics_layer_0/angular_velocity = 0.0 +27:70/0 = 0 +27:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:70/0/physics_layer_0/angular_velocity = 0.0 +28:70/0 = 0 +28:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:70/0/physics_layer_0/angular_velocity = 0.0 +29:70/0 = 0 +29:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:70/0/physics_layer_0/angular_velocity = 0.0 +30:70/0 = 0 +30:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:70/0/physics_layer_0/angular_velocity = 0.0 +31:70/0 = 0 +31:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:70/0/physics_layer_0/angular_velocity = 0.0 +32:70/0 = 0 +32:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:70/0/physics_layer_0/angular_velocity = 0.0 +33:70/0 = 0 +33:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:70/0/physics_layer_0/angular_velocity = 0.0 +34:70/0 = 0 +34:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:70/0/physics_layer_0/angular_velocity = 0.0 +35:70/0 = 0 +35:70/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:70/0/physics_layer_0/angular_velocity = 0.0 +0:71/0 = 0 +0:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:71/0/physics_layer_0/angular_velocity = 0.0 +1:71/0 = 0 +1:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:71/0/physics_layer_0/angular_velocity = 0.0 +2:71/0 = 0 +2:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:71/0/physics_layer_0/angular_velocity = 0.0 +3:71/0 = 0 +3:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:71/0/physics_layer_0/angular_velocity = 0.0 +4:71/0 = 0 +4:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:71/0/physics_layer_0/angular_velocity = 0.0 +5:71/0 = 0 +5:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:71/0/physics_layer_0/angular_velocity = 0.0 +6:71/0 = 0 +6:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:71/0/physics_layer_0/angular_velocity = 0.0 +7:71/0 = 0 +7:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:71/0/physics_layer_0/angular_velocity = 0.0 +8:71/0 = 0 +8:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:71/0/physics_layer_0/angular_velocity = 0.0 +9:71/0 = 0 +9:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:71/0/physics_layer_0/angular_velocity = 0.0 +10:71/0 = 0 +10:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:71/0/physics_layer_0/angular_velocity = 0.0 +11:71/0 = 0 +11:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:71/0/physics_layer_0/angular_velocity = 0.0 +12:71/0 = 0 +12:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:71/0/physics_layer_0/angular_velocity = 0.0 +13:71/0 = 0 +13:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:71/0/physics_layer_0/angular_velocity = 0.0 +14:71/0 = 0 +14:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:71/0/physics_layer_0/angular_velocity = 0.0 +15:71/0 = 0 +15:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:71/0/physics_layer_0/angular_velocity = 0.0 +16:71/0 = 0 +16:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:71/0/physics_layer_0/angular_velocity = 0.0 +17:71/0 = 0 +17:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:71/0/physics_layer_0/angular_velocity = 0.0 +18:71/0 = 0 +18:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:71/0/physics_layer_0/angular_velocity = 0.0 +19:71/0 = 0 +19:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:71/0/physics_layer_0/angular_velocity = 0.0 +20:71/0 = 0 +20:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:71/0/physics_layer_0/angular_velocity = 0.0 +21:71/0 = 0 +21:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:71/0/physics_layer_0/angular_velocity = 0.0 +22:71/0 = 0 +22:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:71/0/physics_layer_0/angular_velocity = 0.0 +23:71/0 = 0 +23:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:71/0/physics_layer_0/angular_velocity = 0.0 +24:71/0 = 0 +24:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:71/0/physics_layer_0/angular_velocity = 0.0 +25:71/0 = 0 +25:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:71/0/physics_layer_0/angular_velocity = 0.0 +26:71/0 = 0 +26:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:71/0/physics_layer_0/angular_velocity = 0.0 +27:71/0 = 0 +27:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:71/0/physics_layer_0/angular_velocity = 0.0 +28:71/0 = 0 +28:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:71/0/physics_layer_0/angular_velocity = 0.0 +29:71/0 = 0 +29:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:71/0/physics_layer_0/angular_velocity = 0.0 +30:71/0 = 0 +30:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:71/0/physics_layer_0/angular_velocity = 0.0 +31:71/0 = 0 +31:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:71/0/physics_layer_0/angular_velocity = 0.0 +32:71/0 = 0 +32:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:71/0/physics_layer_0/angular_velocity = 0.0 +33:71/0 = 0 +33:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:71/0/physics_layer_0/angular_velocity = 0.0 +34:71/0 = 0 +34:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:71/0/physics_layer_0/angular_velocity = 0.0 +35:71/0 = 0 +35:71/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:71/0/physics_layer_0/angular_velocity = 0.0 +0:72/0 = 0 +0:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:72/0/physics_layer_0/angular_velocity = 0.0 +1:72/0 = 0 +1:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:72/0/physics_layer_0/angular_velocity = 0.0 +2:72/0 = 0 +2:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:72/0/physics_layer_0/angular_velocity = 0.0 +3:72/0 = 0 +3:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:72/0/physics_layer_0/angular_velocity = 0.0 +4:72/0 = 0 +4:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:72/0/physics_layer_0/angular_velocity = 0.0 +5:72/0 = 0 +5:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:72/0/physics_layer_0/angular_velocity = 0.0 +6:72/0 = 0 +6:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:72/0/physics_layer_0/angular_velocity = 0.0 +7:72/0 = 0 +7:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:72/0/physics_layer_0/angular_velocity = 0.0 +8:72/0 = 0 +8:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:72/0/physics_layer_0/angular_velocity = 0.0 +9:72/0 = 0 +9:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:72/0/physics_layer_0/angular_velocity = 0.0 +10:72/0 = 0 +10:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:72/0/physics_layer_0/angular_velocity = 0.0 +11:72/0 = 0 +11:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:72/0/physics_layer_0/angular_velocity = 0.0 +12:72/0 = 0 +12:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:72/0/physics_layer_0/angular_velocity = 0.0 +13:72/0 = 0 +13:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:72/0/physics_layer_0/angular_velocity = 0.0 +14:72/0 = 0 +14:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:72/0/physics_layer_0/angular_velocity = 0.0 +15:72/0 = 0 +15:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:72/0/physics_layer_0/angular_velocity = 0.0 +16:72/0 = 0 +16:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:72/0/physics_layer_0/angular_velocity = 0.0 +17:72/0 = 0 +17:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:72/0/physics_layer_0/angular_velocity = 0.0 +18:72/0 = 0 +18:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:72/0/physics_layer_0/angular_velocity = 0.0 +19:72/0 = 0 +19:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:72/0/physics_layer_0/angular_velocity = 0.0 +20:72/0 = 0 +20:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:72/0/physics_layer_0/angular_velocity = 0.0 +21:72/0 = 0 +21:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:72/0/physics_layer_0/angular_velocity = 0.0 +22:72/0 = 0 +22:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:72/0/physics_layer_0/angular_velocity = 0.0 +23:72/0 = 0 +23:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:72/0/physics_layer_0/angular_velocity = 0.0 +24:72/0 = 0 +24:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:72/0/physics_layer_0/angular_velocity = 0.0 +25:72/0 = 0 +25:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:72/0/physics_layer_0/angular_velocity = 0.0 +26:72/0 = 0 +26:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:72/0/physics_layer_0/angular_velocity = 0.0 +27:72/0 = 0 +27:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:72/0/physics_layer_0/angular_velocity = 0.0 +28:72/0 = 0 +28:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:72/0/physics_layer_0/angular_velocity = 0.0 +29:72/0 = 0 +29:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:72/0/physics_layer_0/angular_velocity = 0.0 +30:72/0 = 0 +30:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:72/0/physics_layer_0/angular_velocity = 0.0 +31:72/0 = 0 +31:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:72/0/physics_layer_0/angular_velocity = 0.0 +32:72/0 = 0 +32:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:72/0/physics_layer_0/angular_velocity = 0.0 +33:72/0 = 0 +33:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:72/0/physics_layer_0/angular_velocity = 0.0 +34:72/0 = 0 +34:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:72/0/physics_layer_0/angular_velocity = 0.0 +35:72/0 = 0 +35:72/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:72/0/physics_layer_0/angular_velocity = 0.0 +0:73/0 = 0 +0:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:73/0/physics_layer_0/angular_velocity = 0.0 +1:73/0 = 0 +1:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:73/0/physics_layer_0/angular_velocity = 0.0 +2:73/0 = 0 +2:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:73/0/physics_layer_0/angular_velocity = 0.0 +3:73/0 = 0 +3:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:73/0/physics_layer_0/angular_velocity = 0.0 +4:73/0 = 0 +4:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:73/0/physics_layer_0/angular_velocity = 0.0 +5:73/0 = 0 +5:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:73/0/physics_layer_0/angular_velocity = 0.0 +6:73/0 = 0 +6:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:73/0/physics_layer_0/angular_velocity = 0.0 +7:73/0 = 0 +7:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:73/0/physics_layer_0/angular_velocity = 0.0 +8:73/0 = 0 +8:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:73/0/physics_layer_0/angular_velocity = 0.0 +9:73/0 = 0 +9:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:73/0/physics_layer_0/angular_velocity = 0.0 +10:73/0 = 0 +10:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:73/0/physics_layer_0/angular_velocity = 0.0 +11:73/0 = 0 +11:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:73/0/physics_layer_0/angular_velocity = 0.0 +12:73/0 = 0 +12:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:73/0/physics_layer_0/angular_velocity = 0.0 +13:73/0 = 0 +13:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:73/0/physics_layer_0/angular_velocity = 0.0 +14:73/0 = 0 +14:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:73/0/physics_layer_0/angular_velocity = 0.0 +15:73/0 = 0 +15:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:73/0/physics_layer_0/angular_velocity = 0.0 +16:73/0 = 0 +16:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:73/0/physics_layer_0/angular_velocity = 0.0 +17:73/0 = 0 +17:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:73/0/physics_layer_0/angular_velocity = 0.0 +18:73/0 = 0 +18:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:73/0/physics_layer_0/angular_velocity = 0.0 +19:73/0 = 0 +19:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:73/0/physics_layer_0/angular_velocity = 0.0 +20:73/0 = 0 +20:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:73/0/physics_layer_0/angular_velocity = 0.0 +21:73/0 = 0 +21:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:73/0/physics_layer_0/angular_velocity = 0.0 +22:73/0 = 0 +22:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:73/0/physics_layer_0/angular_velocity = 0.0 +23:73/0 = 0 +23:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:73/0/physics_layer_0/angular_velocity = 0.0 +24:73/0 = 0 +24:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:73/0/physics_layer_0/angular_velocity = 0.0 +25:73/0 = 0 +25:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:73/0/physics_layer_0/angular_velocity = 0.0 +26:73/0 = 0 +26:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:73/0/physics_layer_0/angular_velocity = 0.0 +27:73/0 = 0 +27:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:73/0/physics_layer_0/angular_velocity = 0.0 +28:73/0 = 0 +28:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:73/0/physics_layer_0/angular_velocity = 0.0 +29:73/0 = 0 +29:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:73/0/physics_layer_0/angular_velocity = 0.0 +30:73/0 = 0 +30:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:73/0/physics_layer_0/angular_velocity = 0.0 +31:73/0 = 0 +31:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:73/0/physics_layer_0/angular_velocity = 0.0 +32:73/0 = 0 +32:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:73/0/physics_layer_0/angular_velocity = 0.0 +33:73/0 = 0 +33:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:73/0/physics_layer_0/angular_velocity = 0.0 +34:73/0 = 0 +34:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:73/0/physics_layer_0/angular_velocity = 0.0 +35:73/0 = 0 +35:73/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:73/0/physics_layer_0/angular_velocity = 0.0 +0:74/0 = 0 +0:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:74/0/physics_layer_0/angular_velocity = 0.0 +1:74/0 = 0 +1:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:74/0/physics_layer_0/angular_velocity = 0.0 +2:74/0 = 0 +2:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:74/0/physics_layer_0/angular_velocity = 0.0 +3:74/0 = 0 +3:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:74/0/physics_layer_0/angular_velocity = 0.0 +4:74/0 = 0 +4:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:74/0/physics_layer_0/angular_velocity = 0.0 +5:74/0 = 0 +5:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:74/0/physics_layer_0/angular_velocity = 0.0 +6:74/0 = 0 +6:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:74/0/physics_layer_0/angular_velocity = 0.0 +7:74/0 = 0 +7:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:74/0/physics_layer_0/angular_velocity = 0.0 +8:74/0 = 0 +8:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:74/0/physics_layer_0/angular_velocity = 0.0 +9:74/0 = 0 +9:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:74/0/physics_layer_0/angular_velocity = 0.0 +10:74/0 = 0 +10:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:74/0/physics_layer_0/angular_velocity = 0.0 +11:74/0 = 0 +11:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:74/0/physics_layer_0/angular_velocity = 0.0 +12:74/0 = 0 +12:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:74/0/physics_layer_0/angular_velocity = 0.0 +13:74/0 = 0 +13:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:74/0/physics_layer_0/angular_velocity = 0.0 +14:74/0 = 0 +14:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:74/0/physics_layer_0/angular_velocity = 0.0 +15:74/0 = 0 +15:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:74/0/physics_layer_0/angular_velocity = 0.0 +16:74/0 = 0 +16:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:74/0/physics_layer_0/angular_velocity = 0.0 +17:74/0 = 0 +17:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:74/0/physics_layer_0/angular_velocity = 0.0 +18:74/0 = 0 +18:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:74/0/physics_layer_0/angular_velocity = 0.0 +19:74/0 = 0 +19:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:74/0/physics_layer_0/angular_velocity = 0.0 +20:74/0 = 0 +20:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:74/0/physics_layer_0/angular_velocity = 0.0 +21:74/0 = 0 +21:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:74/0/physics_layer_0/angular_velocity = 0.0 +22:74/0 = 0 +22:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:74/0/physics_layer_0/angular_velocity = 0.0 +23:74/0 = 0 +23:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:74/0/physics_layer_0/angular_velocity = 0.0 +24:74/0 = 0 +24:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:74/0/physics_layer_0/angular_velocity = 0.0 +25:74/0 = 0 +25:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:74/0/physics_layer_0/angular_velocity = 0.0 +26:74/0 = 0 +26:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:74/0/physics_layer_0/angular_velocity = 0.0 +27:74/0 = 0 +27:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:74/0/physics_layer_0/angular_velocity = 0.0 +28:74/0 = 0 +28:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:74/0/physics_layer_0/angular_velocity = 0.0 +29:74/0 = 0 +29:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:74/0/physics_layer_0/angular_velocity = 0.0 +32:74/0 = 0 +32:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:74/0/physics_layer_0/angular_velocity = 0.0 +33:74/0 = 0 +33:74/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:74/0/physics_layer_0/angular_velocity = 0.0 +0:75/0 = 0 +0:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:75/0/physics_layer_0/angular_velocity = 0.0 +1:75/0 = 0 +1:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:75/0/physics_layer_0/angular_velocity = 0.0 +2:75/0 = 0 +2:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:75/0/physics_layer_0/angular_velocity = 0.0 +3:75/0 = 0 +3:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:75/0/physics_layer_0/angular_velocity = 0.0 +4:75/0 = 0 +4:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:75/0/physics_layer_0/angular_velocity = 0.0 +5:75/0 = 0 +5:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:75/0/physics_layer_0/angular_velocity = 0.0 +6:75/0 = 0 +6:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:75/0/physics_layer_0/angular_velocity = 0.0 +7:75/0 = 0 +7:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:75/0/physics_layer_0/angular_velocity = 0.0 +8:75/0 = 0 +8:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:75/0/physics_layer_0/angular_velocity = 0.0 +9:75/0 = 0 +9:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:75/0/physics_layer_0/angular_velocity = 0.0 +10:75/0 = 0 +10:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:75/0/physics_layer_0/angular_velocity = 0.0 +11:75/0 = 0 +11:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:75/0/physics_layer_0/angular_velocity = 0.0 +12:75/0 = 0 +12:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:75/0/physics_layer_0/angular_velocity = 0.0 +13:75/0 = 0 +13:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:75/0/physics_layer_0/angular_velocity = 0.0 +14:75/0 = 0 +14:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:75/0/physics_layer_0/angular_velocity = 0.0 +15:75/0 = 0 +15:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:75/0/physics_layer_0/angular_velocity = 0.0 +16:75/0 = 0 +16:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:75/0/physics_layer_0/angular_velocity = 0.0 +17:75/0 = 0 +17:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:75/0/physics_layer_0/angular_velocity = 0.0 +18:75/0 = 0 +18:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:75/0/physics_layer_0/angular_velocity = 0.0 +19:75/0 = 0 +19:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:75/0/physics_layer_0/angular_velocity = 0.0 +20:75/0 = 0 +20:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:75/0/physics_layer_0/angular_velocity = 0.0 +21:75/0 = 0 +21:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:75/0/physics_layer_0/angular_velocity = 0.0 +22:75/0 = 0 +22:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:75/0/physics_layer_0/angular_velocity = 0.0 +23:75/0 = 0 +23:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:75/0/physics_layer_0/angular_velocity = 0.0 +24:75/0 = 0 +24:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:75/0/physics_layer_0/angular_velocity = 0.0 +25:75/0 = 0 +25:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:75/0/physics_layer_0/angular_velocity = 0.0 +26:75/0 = 0 +26:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:75/0/physics_layer_0/angular_velocity = 0.0 +27:75/0 = 0 +27:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:75/0/physics_layer_0/angular_velocity = 0.0 +28:75/0 = 0 +28:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:75/0/physics_layer_0/angular_velocity = 0.0 +29:75/0 = 0 +29:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:75/0/physics_layer_0/angular_velocity = 0.0 +30:75/0 = 0 +30:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:75/0/physics_layer_0/angular_velocity = 0.0 +31:75/0 = 0 +31:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:75/0/physics_layer_0/angular_velocity = 0.0 +32:75/0 = 0 +32:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:75/0/physics_layer_0/angular_velocity = 0.0 +33:75/0 = 0 +33:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:75/0/physics_layer_0/angular_velocity = 0.0 +34:75/0 = 0 +34:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:75/0/physics_layer_0/angular_velocity = 0.0 +35:75/0 = 0 +35:75/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:75/0/physics_layer_0/angular_velocity = 0.0 +0:76/0 = 0 +0:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:76/0/physics_layer_0/angular_velocity = 0.0 +1:76/0 = 0 +1:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:76/0/physics_layer_0/angular_velocity = 0.0 +4:76/0 = 0 +4:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:76/0/physics_layer_0/angular_velocity = 0.0 +5:76/0 = 0 +5:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:76/0/physics_layer_0/angular_velocity = 0.0 +8:76/0 = 0 +8:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:76/0/physics_layer_0/angular_velocity = 0.0 +9:76/0 = 0 +9:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:76/0/physics_layer_0/angular_velocity = 0.0 +12:76/0 = 0 +12:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:76/0/physics_layer_0/angular_velocity = 0.0 +13:76/0 = 0 +13:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:76/0/physics_layer_0/angular_velocity = 0.0 +16:76/0 = 0 +16:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:76/0/physics_layer_0/angular_velocity = 0.0 +17:76/0 = 0 +17:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:76/0/physics_layer_0/angular_velocity = 0.0 +20:76/0 = 0 +20:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:76/0/physics_layer_0/angular_velocity = 0.0 +21:76/0 = 0 +21:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:76/0/physics_layer_0/angular_velocity = 0.0 +24:76/0 = 0 +24:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:76/0/physics_layer_0/angular_velocity = 0.0 +25:76/0 = 0 +25:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:76/0/physics_layer_0/angular_velocity = 0.0 +28:76/0 = 0 +28:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:76/0/physics_layer_0/angular_velocity = 0.0 +29:76/0 = 0 +29:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:76/0/physics_layer_0/angular_velocity = 0.0 +32:76/0 = 0 +32:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:76/0/physics_layer_0/angular_velocity = 0.0 +33:76/0 = 0 +33:76/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:76/0/physics_layer_0/angular_velocity = 0.0 +0:77/0 = 0 +0:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:77/0/physics_layer_0/angular_velocity = 0.0 +1:77/0 = 0 +1:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:77/0/physics_layer_0/angular_velocity = 0.0 +2:77/0 = 0 +2:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:77/0/physics_layer_0/angular_velocity = 0.0 +3:77/0 = 0 +3:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:77/0/physics_layer_0/angular_velocity = 0.0 +4:77/0 = 0 +4:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:77/0/physics_layer_0/angular_velocity = 0.0 +5:77/0 = 0 +5:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:77/0/physics_layer_0/angular_velocity = 0.0 +6:77/0 = 0 +6:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:77/0/physics_layer_0/angular_velocity = 0.0 +7:77/0 = 0 +7:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:77/0/physics_layer_0/angular_velocity = 0.0 +8:77/0 = 0 +8:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:77/0/physics_layer_0/angular_velocity = 0.0 +9:77/0 = 0 +9:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:77/0/physics_layer_0/angular_velocity = 0.0 +10:77/0 = 0 +10:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:77/0/physics_layer_0/angular_velocity = 0.0 +11:77/0 = 0 +11:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:77/0/physics_layer_0/angular_velocity = 0.0 +12:77/0 = 0 +12:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:77/0/physics_layer_0/angular_velocity = 0.0 +13:77/0 = 0 +13:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:77/0/physics_layer_0/angular_velocity = 0.0 +14:77/0 = 0 +14:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:77/0/physics_layer_0/angular_velocity = 0.0 +15:77/0 = 0 +15:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:77/0/physics_layer_0/angular_velocity = 0.0 +16:77/0 = 0 +16:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:77/0/physics_layer_0/angular_velocity = 0.0 +17:77/0 = 0 +17:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:77/0/physics_layer_0/angular_velocity = 0.0 +18:77/0 = 0 +18:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:77/0/physics_layer_0/angular_velocity = 0.0 +19:77/0 = 0 +19:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:77/0/physics_layer_0/angular_velocity = 0.0 +20:77/0 = 0 +20:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:77/0/physics_layer_0/angular_velocity = 0.0 +21:77/0 = 0 +21:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:77/0/physics_layer_0/angular_velocity = 0.0 +22:77/0 = 0 +22:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:77/0/physics_layer_0/angular_velocity = 0.0 +23:77/0 = 0 +23:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:77/0/physics_layer_0/angular_velocity = 0.0 +24:77/0 = 0 +24:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:77/0/physics_layer_0/angular_velocity = 0.0 +25:77/0 = 0 +25:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:77/0/physics_layer_0/angular_velocity = 0.0 +26:77/0 = 0 +26:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:77/0/physics_layer_0/angular_velocity = 0.0 +27:77/0 = 0 +27:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:77/0/physics_layer_0/angular_velocity = 0.0 +28:77/0 = 0 +28:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:77/0/physics_layer_0/angular_velocity = 0.0 +29:77/0 = 0 +29:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:77/0/physics_layer_0/angular_velocity = 0.0 +30:77/0 = 0 +30:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:77/0/physics_layer_0/angular_velocity = 0.0 +31:77/0 = 0 +31:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:77/0/physics_layer_0/angular_velocity = 0.0 +32:77/0 = 0 +32:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:77/0/physics_layer_0/angular_velocity = 0.0 +33:77/0 = 0 +33:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:77/0/physics_layer_0/angular_velocity = 0.0 +34:77/0 = 0 +34:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:77/0/physics_layer_0/angular_velocity = 0.0 +35:77/0 = 0 +35:77/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:77/0/physics_layer_0/angular_velocity = 0.0 +0:78/0 = 0 +0:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:78/0/physics_layer_0/angular_velocity = 0.0 +1:78/0 = 0 +1:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:78/0/physics_layer_0/angular_velocity = 0.0 +5:78/0 = 0 +5:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:78/0/physics_layer_0/angular_velocity = 0.0 +7:78/0 = 0 +7:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:78/0/physics_layer_0/angular_velocity = 0.0 +8:78/0 = 0 +8:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:78/0/physics_layer_0/angular_velocity = 0.0 +10:78/0 = 0 +10:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:78/0/physics_layer_0/angular_velocity = 0.0 +13:78/0 = 0 +13:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:78/0/physics_layer_0/angular_velocity = 0.0 +15:78/0 = 0 +15:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:78/0/physics_layer_0/angular_velocity = 0.0 +16:78/0 = 0 +16:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:78/0/physics_layer_0/angular_velocity = 0.0 +18:78/0 = 0 +18:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:78/0/physics_layer_0/angular_velocity = 0.0 +21:78/0 = 0 +21:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:78/0/physics_layer_0/angular_velocity = 0.0 +26:78/0 = 0 +26:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:78/0/physics_layer_0/angular_velocity = 0.0 +29:78/0 = 0 +29:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:78/0/physics_layer_0/angular_velocity = 0.0 +31:78/0 = 0 +31:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:78/0/physics_layer_0/angular_velocity = 0.0 +33:78/0 = 0 +33:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:78/0/physics_layer_0/angular_velocity = 0.0 +35:78/0 = 0 +35:78/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:78/0/physics_layer_0/angular_velocity = 0.0 +0:79/0 = 0 +0:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:79/0/physics_layer_0/angular_velocity = 0.0 +1:79/0 = 0 +1:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:79/0/physics_layer_0/angular_velocity = 0.0 +2:79/0 = 0 +2:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:79/0/physics_layer_0/angular_velocity = 0.0 +3:79/0 = 0 +3:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:79/0/physics_layer_0/angular_velocity = 0.0 +5:79/0 = 0 +5:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:79/0/physics_layer_0/angular_velocity = 0.0 +7:79/0 = 0 +7:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:79/0/physics_layer_0/angular_velocity = 0.0 +8:79/0 = 0 +8:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:79/0/physics_layer_0/angular_velocity = 0.0 +10:79/0 = 0 +10:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:79/0/physics_layer_0/angular_velocity = 0.0 +13:79/0 = 0 +13:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:79/0/physics_layer_0/angular_velocity = 0.0 +15:79/0 = 0 +15:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:79/0/physics_layer_0/angular_velocity = 0.0 +16:79/0 = 0 +16:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:79/0/physics_layer_0/angular_velocity = 0.0 +18:79/0 = 0 +18:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:79/0/physics_layer_0/angular_velocity = 0.0 +20:79/0 = 0 +20:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:79/0/physics_layer_0/angular_velocity = 0.0 +21:79/0 = 0 +21:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:79/0/physics_layer_0/angular_velocity = 0.0 +22:79/0 = 0 +22:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:79/0/physics_layer_0/angular_velocity = 0.0 +23:79/0 = 0 +23:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:79/0/physics_layer_0/angular_velocity = 0.0 +24:79/0 = 0 +24:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:79/0/physics_layer_0/angular_velocity = 0.0 +25:79/0 = 0 +25:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:79/0/physics_layer_0/angular_velocity = 0.0 +26:79/0 = 0 +26:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:79/0/physics_layer_0/angular_velocity = 0.0 +27:79/0 = 0 +27:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:79/0/physics_layer_0/angular_velocity = 0.0 +29:79/0 = 0 +29:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:79/0/physics_layer_0/angular_velocity = 0.0 +31:79/0 = 0 +31:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:79/0/physics_layer_0/angular_velocity = 0.0 +33:79/0 = 0 +33:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:79/0/physics_layer_0/angular_velocity = 0.0 +35:79/0 = 0 +35:79/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:79/0/physics_layer_0/angular_velocity = 0.0 +1:80/0 = 0 +1:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:80/0/physics_layer_0/angular_velocity = 0.0 +3:80/0 = 0 +3:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:80/0/physics_layer_0/angular_velocity = 0.0 +5:80/0 = 0 +5:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:80/0/physics_layer_0/angular_velocity = 0.0 +7:80/0 = 0 +7:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:80/0/physics_layer_0/angular_velocity = 0.0 +9:80/0 = 0 +9:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:80/0/physics_layer_0/angular_velocity = 0.0 +11:80/0 = 0 +11:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:80/0/physics_layer_0/angular_velocity = 0.0 +12:80/0 = 0 +12:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:80/0/physics_layer_0/angular_velocity = 0.0 +14:80/0 = 0 +14:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:80/0/physics_layer_0/angular_velocity = 0.0 +16:80/0 = 0 +16:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:80/0/physics_layer_0/angular_velocity = 0.0 +18:80/0 = 0 +18:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:80/0/physics_layer_0/angular_velocity = 0.0 +20:80/0 = 0 +20:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:80/0/physics_layer_0/angular_velocity = 0.0 +22:80/0 = 0 +22:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:80/0/physics_layer_0/angular_velocity = 0.0 +24:80/0 = 0 +24:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:80/0/physics_layer_0/angular_velocity = 0.0 +26:80/0 = 0 +26:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:80/0/physics_layer_0/angular_velocity = 0.0 +28:80/0 = 0 +28:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:80/0/physics_layer_0/angular_velocity = 0.0 +30:80/0 = 0 +30:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:80/0/physics_layer_0/angular_velocity = 0.0 +32:80/0 = 0 +32:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:80/0/physics_layer_0/angular_velocity = 0.0 +33:80/0 = 0 +33:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:80/0/physics_layer_0/angular_velocity = 0.0 +34:80/0 = 0 +34:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:80/0/physics_layer_0/angular_velocity = 0.0 +35:80/0 = 0 +35:80/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:80/0/physics_layer_0/angular_velocity = 0.0 +1:81/0 = 0 +1:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:81/0/physics_layer_0/angular_velocity = 0.0 +3:81/0 = 0 +3:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:81/0/physics_layer_0/angular_velocity = 0.0 +5:81/0 = 0 +5:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:81/0/physics_layer_0/angular_velocity = 0.0 +7:81/0 = 0 +7:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:81/0/physics_layer_0/angular_velocity = 0.0 +9:81/0 = 0 +9:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:81/0/physics_layer_0/angular_velocity = 0.0 +11:81/0 = 0 +11:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:81/0/physics_layer_0/angular_velocity = 0.0 +12:81/0 = 0 +12:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:81/0/physics_layer_0/angular_velocity = 0.0 +14:81/0 = 0 +14:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:81/0/physics_layer_0/angular_velocity = 0.0 +16:81/0 = 0 +16:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:81/0/physics_layer_0/angular_velocity = 0.0 +18:81/0 = 0 +18:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:81/0/physics_layer_0/angular_velocity = 0.0 +20:81/0 = 0 +20:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:81/0/physics_layer_0/angular_velocity = 0.0 +22:81/0 = 0 +22:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:81/0/physics_layer_0/angular_velocity = 0.0 +24:81/0 = 0 +24:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:81/0/physics_layer_0/angular_velocity = 0.0 +26:81/0 = 0 +26:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:81/0/physics_layer_0/angular_velocity = 0.0 +28:81/0 = 0 +28:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:81/0/physics_layer_0/angular_velocity = 0.0 +30:81/0 = 0 +30:81/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:81/0/physics_layer_0/angular_velocity = 0.0 +0:82/0 = 0 +0:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:82/0/physics_layer_0/angular_velocity = 0.0 +1:82/0 = 0 +1:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:82/0/physics_layer_0/angular_velocity = 0.0 +2:82/0 = 0 +2:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:82/0/physics_layer_0/angular_velocity = 0.0 +3:82/0 = 0 +3:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:82/0/physics_layer_0/angular_velocity = 0.0 +4:82/0 = 0 +4:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:82/0/physics_layer_0/angular_velocity = 0.0 +5:82/0 = 0 +5:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:82/0/physics_layer_0/angular_velocity = 0.0 +6:82/0 = 0 +6:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:82/0/physics_layer_0/angular_velocity = 0.0 +7:82/0 = 0 +7:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:82/0/physics_layer_0/angular_velocity = 0.0 +8:82/0 = 0 +8:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:82/0/physics_layer_0/angular_velocity = 0.0 +9:82/0 = 0 +9:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:82/0/physics_layer_0/angular_velocity = 0.0 +10:82/0 = 0 +10:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:82/0/physics_layer_0/angular_velocity = 0.0 +11:82/0 = 0 +11:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:82/0/physics_layer_0/angular_velocity = 0.0 +12:82/0 = 0 +12:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:82/0/physics_layer_0/angular_velocity = 0.0 +13:82/0 = 0 +13:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:82/0/physics_layer_0/angular_velocity = 0.0 +14:82/0 = 0 +14:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:82/0/physics_layer_0/angular_velocity = 0.0 +15:82/0 = 0 +15:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:82/0/physics_layer_0/angular_velocity = 0.0 +16:82/0 = 0 +16:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:82/0/physics_layer_0/angular_velocity = 0.0 +17:82/0 = 0 +17:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:82/0/physics_layer_0/angular_velocity = 0.0 +18:82/0 = 0 +18:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:82/0/physics_layer_0/angular_velocity = 0.0 +19:82/0 = 0 +19:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:82/0/physics_layer_0/angular_velocity = 0.0 +20:82/0 = 0 +20:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:82/0/physics_layer_0/angular_velocity = 0.0 +21:82/0 = 0 +21:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:82/0/physics_layer_0/angular_velocity = 0.0 +22:82/0 = 0 +22:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:82/0/physics_layer_0/angular_velocity = 0.0 +23:82/0 = 0 +23:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:82/0/physics_layer_0/angular_velocity = 0.0 +24:82/0 = 0 +24:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:82/0/physics_layer_0/angular_velocity = 0.0 +25:82/0 = 0 +25:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:82/0/physics_layer_0/angular_velocity = 0.0 +26:82/0 = 0 +26:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:82/0/physics_layer_0/angular_velocity = 0.0 +27:82/0 = 0 +27:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:82/0/physics_layer_0/angular_velocity = 0.0 +28:82/0 = 0 +28:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:82/0/physics_layer_0/angular_velocity = 0.0 +29:82/0 = 0 +29:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:82/0/physics_layer_0/angular_velocity = 0.0 +30:82/0 = 0 +30:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:82/0/physics_layer_0/angular_velocity = 0.0 +31:82/0 = 0 +31:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:82/0/physics_layer_0/angular_velocity = 0.0 +32:82/0 = 0 +32:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:82/0/physics_layer_0/angular_velocity = 0.0 +33:82/0 = 0 +33:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:82/0/physics_layer_0/angular_velocity = 0.0 +34:82/0 = 0 +34:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:82/0/physics_layer_0/angular_velocity = 0.0 +35:82/0 = 0 +35:82/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:82/0/physics_layer_0/angular_velocity = 0.0 +0:84/0 = 0 +0:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:84/0/physics_layer_0/angular_velocity = 0.0 +1:84/0 = 0 +1:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:84/0/physics_layer_0/angular_velocity = 0.0 +2:84/0 = 0 +2:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:84/0/physics_layer_0/angular_velocity = 0.0 +3:84/0 = 0 +3:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:84/0/physics_layer_0/angular_velocity = 0.0 +4:84/0 = 0 +4:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:84/0/physics_layer_0/angular_velocity = 0.0 +5:84/0 = 0 +5:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:84/0/physics_layer_0/angular_velocity = 0.0 +6:84/0 = 0 +6:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:84/0/physics_layer_0/angular_velocity = 0.0 +7:84/0 = 0 +7:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:84/0/physics_layer_0/angular_velocity = 0.0 +8:84/0 = 0 +8:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:84/0/physics_layer_0/angular_velocity = 0.0 +9:84/0 = 0 +9:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:84/0/physics_layer_0/angular_velocity = 0.0 +10:84/0 = 0 +10:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:84/0/physics_layer_0/angular_velocity = 0.0 +11:84/0 = 0 +11:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:84/0/physics_layer_0/angular_velocity = 0.0 +13:84/0 = 0 +13:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:84/0/physics_layer_0/angular_velocity = 0.0 +15:84/0 = 0 +15:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:84/0/physics_layer_0/angular_velocity = 0.0 +16:84/0 = 0 +16:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:84/0/physics_layer_0/angular_velocity = 0.0 +18:84/0 = 0 +18:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:84/0/physics_layer_0/angular_velocity = 0.0 +20:84/0 = 0 +20:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:84/0/physics_layer_0/angular_velocity = 0.0 +21:84/0 = 0 +21:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:84/0/physics_layer_0/angular_velocity = 0.0 +22:84/0 = 0 +22:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:84/0/physics_layer_0/angular_velocity = 0.0 +23:84/0 = 0 +23:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:84/0/physics_layer_0/angular_velocity = 0.0 +24:84/0 = 0 +24:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:84/0/physics_layer_0/angular_velocity = 0.0 +25:84/0 = 0 +25:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:84/0/physics_layer_0/angular_velocity = 0.0 +26:84/0 = 0 +26:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:84/0/physics_layer_0/angular_velocity = 0.0 +27:84/0 = 0 +27:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:84/0/physics_layer_0/angular_velocity = 0.0 +28:84/0 = 0 +28:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:84/0/physics_layer_0/angular_velocity = 0.0 +29:84/0 = 0 +29:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:84/0/physics_layer_0/angular_velocity = 0.0 +30:84/0 = 0 +30:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:84/0/physics_layer_0/angular_velocity = 0.0 +31:84/0 = 0 +31:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:84/0/physics_layer_0/angular_velocity = 0.0 +32:84/0 = 0 +32:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:84/0/physics_layer_0/angular_velocity = 0.0 +33:84/0 = 0 +33:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:84/0/physics_layer_0/angular_velocity = 0.0 +34:84/0 = 0 +34:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:84/0/physics_layer_0/angular_velocity = 0.0 +35:84/0 = 0 +35:84/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:84/0/physics_layer_0/angular_velocity = 0.0 +8:85/0 = 0 +8:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:85/0/physics_layer_0/angular_velocity = 0.0 +9:85/0 = 0 +9:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:85/0/physics_layer_0/angular_velocity = 0.0 +10:85/0 = 0 +10:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:85/0/physics_layer_0/angular_velocity = 0.0 +11:85/0 = 0 +11:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:85/0/physics_layer_0/angular_velocity = 0.0 +13:85/0 = 0 +13:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:85/0/physics_layer_0/angular_velocity = 0.0 +15:85/0 = 0 +15:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:85/0/physics_layer_0/angular_velocity = 0.0 +16:85/0 = 0 +16:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:85/0/physics_layer_0/angular_velocity = 0.0 +18:85/0 = 0 +18:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:85/0/physics_layer_0/angular_velocity = 0.0 +20:85/0 = 0 +20:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:85/0/physics_layer_0/angular_velocity = 0.0 +21:85/0 = 0 +21:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:85/0/physics_layer_0/angular_velocity = 0.0 +22:85/0 = 0 +22:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:85/0/physics_layer_0/angular_velocity = 0.0 +23:85/0 = 0 +23:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:85/0/physics_layer_0/angular_velocity = 0.0 +24:85/0 = 0 +24:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:85/0/physics_layer_0/angular_velocity = 0.0 +25:85/0 = 0 +25:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:85/0/physics_layer_0/angular_velocity = 0.0 +26:85/0 = 0 +26:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:85/0/physics_layer_0/angular_velocity = 0.0 +27:85/0 = 0 +27:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:85/0/physics_layer_0/angular_velocity = 0.0 +28:85/0 = 0 +28:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:85/0/physics_layer_0/angular_velocity = 0.0 +29:85/0 = 0 +29:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:85/0/physics_layer_0/angular_velocity = 0.0 +30:85/0 = 0 +30:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:85/0/physics_layer_0/angular_velocity = 0.0 +31:85/0 = 0 +31:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:85/0/physics_layer_0/angular_velocity = 0.0 +32:85/0 = 0 +32:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:85/0/physics_layer_0/angular_velocity = 0.0 +33:85/0 = 0 +33:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:85/0/physics_layer_0/angular_velocity = 0.0 +34:85/0 = 0 +34:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:85/0/physics_layer_0/angular_velocity = 0.0 +35:85/0 = 0 +35:85/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:85/0/physics_layer_0/angular_velocity = 0.0 +0:86/0 = 0 +0:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:86/0/physics_layer_0/angular_velocity = 0.0 +1:86/0 = 0 +1:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:86/0/physics_layer_0/angular_velocity = 0.0 +2:86/0 = 0 +2:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:86/0/physics_layer_0/angular_velocity = 0.0 +3:86/0 = 0 +3:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:86/0/physics_layer_0/angular_velocity = 0.0 +4:86/0 = 0 +4:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:86/0/physics_layer_0/angular_velocity = 0.0 +5:86/0 = 0 +5:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:86/0/physics_layer_0/angular_velocity = 0.0 +6:86/0 = 0 +6:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:86/0/physics_layer_0/angular_velocity = 0.0 +7:86/0 = 0 +7:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:86/0/physics_layer_0/angular_velocity = 0.0 +8:86/0 = 0 +8:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:86/0/physics_layer_0/angular_velocity = 0.0 +9:86/0 = 0 +9:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:86/0/physics_layer_0/angular_velocity = 0.0 +10:86/0 = 0 +10:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:86/0/physics_layer_0/angular_velocity = 0.0 +11:86/0 = 0 +11:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:86/0/physics_layer_0/angular_velocity = 0.0 +12:86/0 = 0 +12:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:86/0/physics_layer_0/angular_velocity = 0.0 +13:86/0 = 0 +13:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:86/0/physics_layer_0/angular_velocity = 0.0 +14:86/0 = 0 +14:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:86/0/physics_layer_0/angular_velocity = 0.0 +15:86/0 = 0 +15:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:86/0/physics_layer_0/angular_velocity = 0.0 +16:86/0 = 0 +16:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:86/0/physics_layer_0/angular_velocity = 0.0 +17:86/0 = 0 +17:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:86/0/physics_layer_0/angular_velocity = 0.0 +18:86/0 = 0 +18:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:86/0/physics_layer_0/angular_velocity = 0.0 +19:86/0 = 0 +19:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:86/0/physics_layer_0/angular_velocity = 0.0 +20:86/0 = 0 +20:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:86/0/physics_layer_0/angular_velocity = 0.0 +21:86/0 = 0 +21:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:86/0/physics_layer_0/angular_velocity = 0.0 +22:86/0 = 0 +22:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:86/0/physics_layer_0/angular_velocity = 0.0 +23:86/0 = 0 +23:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:86/0/physics_layer_0/angular_velocity = 0.0 +24:86/0 = 0 +24:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:86/0/physics_layer_0/angular_velocity = 0.0 +25:86/0 = 0 +25:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:86/0/physics_layer_0/angular_velocity = 0.0 +26:86/0 = 0 +26:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:86/0/physics_layer_0/angular_velocity = 0.0 +27:86/0 = 0 +27:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:86/0/physics_layer_0/angular_velocity = 0.0 +28:86/0 = 0 +28:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:86/0/physics_layer_0/angular_velocity = 0.0 +29:86/0 = 0 +29:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:86/0/physics_layer_0/angular_velocity = 0.0 +30:86/0 = 0 +30:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:86/0/physics_layer_0/angular_velocity = 0.0 +31:86/0 = 0 +31:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:86/0/physics_layer_0/angular_velocity = 0.0 +32:86/0 = 0 +32:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:86/0/physics_layer_0/angular_velocity = 0.0 +33:86/0 = 0 +33:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:86/0/physics_layer_0/angular_velocity = 0.0 +34:86/0 = 0 +34:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:86/0/physics_layer_0/angular_velocity = 0.0 +35:86/0 = 0 +35:86/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:86/0/physics_layer_0/angular_velocity = 0.0 +0:87/0 = 0 +0:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:87/0/physics_layer_0/angular_velocity = 0.0 +1:87/0 = 0 +1:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:87/0/physics_layer_0/angular_velocity = 0.0 +2:87/0 = 0 +2:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:87/0/physics_layer_0/angular_velocity = 0.0 +3:87/0 = 0 +3:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:87/0/physics_layer_0/angular_velocity = 0.0 +4:87/0 = 0 +4:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:87/0/physics_layer_0/angular_velocity = 0.0 +5:87/0 = 0 +5:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:87/0/physics_layer_0/angular_velocity = 0.0 +6:87/0 = 0 +6:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:87/0/physics_layer_0/angular_velocity = 0.0 +7:87/0 = 0 +7:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:87/0/physics_layer_0/angular_velocity = 0.0 +8:87/0 = 0 +8:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:87/0/physics_layer_0/angular_velocity = 0.0 +9:87/0 = 0 +9:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:87/0/physics_layer_0/angular_velocity = 0.0 +10:87/0 = 0 +10:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:87/0/physics_layer_0/angular_velocity = 0.0 +11:87/0 = 0 +11:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:87/0/physics_layer_0/angular_velocity = 0.0 +12:87/0 = 0 +12:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:87/0/physics_layer_0/angular_velocity = 0.0 +13:87/0 = 0 +13:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:87/0/physics_layer_0/angular_velocity = 0.0 +14:87/0 = 0 +14:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:87/0/physics_layer_0/angular_velocity = 0.0 +15:87/0 = 0 +15:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:87/0/physics_layer_0/angular_velocity = 0.0 +16:87/0 = 0 +16:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:87/0/physics_layer_0/angular_velocity = 0.0 +17:87/0 = 0 +17:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:87/0/physics_layer_0/angular_velocity = 0.0 +18:87/0 = 0 +18:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:87/0/physics_layer_0/angular_velocity = 0.0 +19:87/0 = 0 +19:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:87/0/physics_layer_0/angular_velocity = 0.0 +20:87/0 = 0 +20:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:87/0/physics_layer_0/angular_velocity = 0.0 +21:87/0 = 0 +21:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:87/0/physics_layer_0/angular_velocity = 0.0 +22:87/0 = 0 +22:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:87/0/physics_layer_0/angular_velocity = 0.0 +23:87/0 = 0 +23:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:87/0/physics_layer_0/angular_velocity = 0.0 +24:87/0 = 0 +24:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:87/0/physics_layer_0/angular_velocity = 0.0 +25:87/0 = 0 +25:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:87/0/physics_layer_0/angular_velocity = 0.0 +26:87/0 = 0 +26:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:87/0/physics_layer_0/angular_velocity = 0.0 +27:87/0 = 0 +27:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:87/0/physics_layer_0/angular_velocity = 0.0 +28:87/0 = 0 +28:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:87/0/physics_layer_0/angular_velocity = 0.0 +29:87/0 = 0 +29:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:87/0/physics_layer_0/angular_velocity = 0.0 +30:87/0 = 0 +30:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:87/0/physics_layer_0/angular_velocity = 0.0 +31:87/0 = 0 +31:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:87/0/physics_layer_0/angular_velocity = 0.0 +32:87/0 = 0 +32:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:87/0/physics_layer_0/angular_velocity = 0.0 +33:87/0 = 0 +33:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:87/0/physics_layer_0/angular_velocity = 0.0 +34:87/0 = 0 +34:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:87/0/physics_layer_0/angular_velocity = 0.0 +35:87/0 = 0 +35:87/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:87/0/physics_layer_0/angular_velocity = 0.0 +0:88/0 = 0 +0:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:88/0/physics_layer_0/angular_velocity = 0.0 +1:88/0 = 0 +1:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:88/0/physics_layer_0/angular_velocity = 0.0 +2:88/0 = 0 +2:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:88/0/physics_layer_0/angular_velocity = 0.0 +3:88/0 = 0 +3:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:88/0/physics_layer_0/angular_velocity = 0.0 +4:88/0 = 0 +4:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:88/0/physics_layer_0/angular_velocity = 0.0 +5:88/0 = 0 +5:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:88/0/physics_layer_0/angular_velocity = 0.0 +6:88/0 = 0 +6:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:88/0/physics_layer_0/angular_velocity = 0.0 +7:88/0 = 0 +7:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:88/0/physics_layer_0/angular_velocity = 0.0 +8:88/0 = 0 +8:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:88/0/physics_layer_0/angular_velocity = 0.0 +9:88/0 = 0 +9:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:88/0/physics_layer_0/angular_velocity = 0.0 +10:88/0 = 0 +10:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:88/0/physics_layer_0/angular_velocity = 0.0 +11:88/0 = 0 +11:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:88/0/physics_layer_0/angular_velocity = 0.0 +12:88/0 = 0 +12:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:88/0/physics_layer_0/angular_velocity = 0.0 +13:88/0 = 0 +13:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:88/0/physics_layer_0/angular_velocity = 0.0 +14:88/0 = 0 +14:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:88/0/physics_layer_0/angular_velocity = 0.0 +15:88/0 = 0 +15:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:88/0/physics_layer_0/angular_velocity = 0.0 +16:88/0 = 0 +16:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:88/0/physics_layer_0/angular_velocity = 0.0 +17:88/0 = 0 +17:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:88/0/physics_layer_0/angular_velocity = 0.0 +18:88/0 = 0 +18:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:88/0/physics_layer_0/angular_velocity = 0.0 +19:88/0 = 0 +19:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:88/0/physics_layer_0/angular_velocity = 0.0 +20:88/0 = 0 +20:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:88/0/physics_layer_0/angular_velocity = 0.0 +21:88/0 = 0 +21:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:88/0/physics_layer_0/angular_velocity = 0.0 +22:88/0 = 0 +22:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:88/0/physics_layer_0/angular_velocity = 0.0 +23:88/0 = 0 +23:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:88/0/physics_layer_0/angular_velocity = 0.0 +24:88/0 = 0 +24:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:88/0/physics_layer_0/angular_velocity = 0.0 +25:88/0 = 0 +25:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:88/0/physics_layer_0/angular_velocity = 0.0 +26:88/0 = 0 +26:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:88/0/physics_layer_0/angular_velocity = 0.0 +27:88/0 = 0 +27:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:88/0/physics_layer_0/angular_velocity = 0.0 +28:88/0 = 0 +28:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:88/0/physics_layer_0/angular_velocity = 0.0 +29:88/0 = 0 +29:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:88/0/physics_layer_0/angular_velocity = 0.0 +30:88/0 = 0 +30:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:88/0/physics_layer_0/angular_velocity = 0.0 +31:88/0 = 0 +31:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:88/0/physics_layer_0/angular_velocity = 0.0 +32:88/0 = 0 +32:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:88/0/physics_layer_0/angular_velocity = 0.0 +33:88/0 = 0 +33:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:88/0/physics_layer_0/angular_velocity = 0.0 +34:88/0 = 0 +34:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:88/0/physics_layer_0/angular_velocity = 0.0 +35:88/0 = 0 +35:88/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:88/0/physics_layer_0/angular_velocity = 0.0 +0:89/0 = 0 +0:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:89/0/physics_layer_0/angular_velocity = 0.0 +1:89/0 = 0 +1:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:89/0/physics_layer_0/angular_velocity = 0.0 +2:89/0 = 0 +2:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:89/0/physics_layer_0/angular_velocity = 0.0 +3:89/0 = 0 +3:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:89/0/physics_layer_0/angular_velocity = 0.0 +4:89/0 = 0 +4:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:89/0/physics_layer_0/angular_velocity = 0.0 +5:89/0 = 0 +5:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:89/0/physics_layer_0/angular_velocity = 0.0 +6:89/0 = 0 +6:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:89/0/physics_layer_0/angular_velocity = 0.0 +7:89/0 = 0 +7:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:89/0/physics_layer_0/angular_velocity = 0.0 +8:89/0 = 0 +8:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:89/0/physics_layer_0/angular_velocity = 0.0 +9:89/0 = 0 +9:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:89/0/physics_layer_0/angular_velocity = 0.0 +10:89/0 = 0 +10:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:89/0/physics_layer_0/angular_velocity = 0.0 +11:89/0 = 0 +11:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:89/0/physics_layer_0/angular_velocity = 0.0 +12:89/0 = 0 +12:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:89/0/physics_layer_0/angular_velocity = 0.0 +13:89/0 = 0 +13:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:89/0/physics_layer_0/angular_velocity = 0.0 +14:89/0 = 0 +14:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:89/0/physics_layer_0/angular_velocity = 0.0 +15:89/0 = 0 +15:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:89/0/physics_layer_0/angular_velocity = 0.0 +16:89/0 = 0 +16:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:89/0/physics_layer_0/angular_velocity = 0.0 +17:89/0 = 0 +17:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:89/0/physics_layer_0/angular_velocity = 0.0 +18:89/0 = 0 +18:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:89/0/physics_layer_0/angular_velocity = 0.0 +19:89/0 = 0 +19:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:89/0/physics_layer_0/angular_velocity = 0.0 +20:89/0 = 0 +20:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:89/0/physics_layer_0/angular_velocity = 0.0 +21:89/0 = 0 +21:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:89/0/physics_layer_0/angular_velocity = 0.0 +22:89/0 = 0 +22:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:89/0/physics_layer_0/angular_velocity = 0.0 +23:89/0 = 0 +23:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:89/0/physics_layer_0/angular_velocity = 0.0 +24:89/0 = 0 +24:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:89/0/physics_layer_0/angular_velocity = 0.0 +25:89/0 = 0 +25:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:89/0/physics_layer_0/angular_velocity = 0.0 +26:89/0 = 0 +26:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:89/0/physics_layer_0/angular_velocity = 0.0 +27:89/0 = 0 +27:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:89/0/physics_layer_0/angular_velocity = 0.0 +28:89/0 = 0 +28:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:89/0/physics_layer_0/angular_velocity = 0.0 +29:89/0 = 0 +29:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:89/0/physics_layer_0/angular_velocity = 0.0 +30:89/0 = 0 +30:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:89/0/physics_layer_0/angular_velocity = 0.0 +31:89/0 = 0 +31:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:89/0/physics_layer_0/angular_velocity = 0.0 +32:89/0 = 0 +32:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:89/0/physics_layer_0/angular_velocity = 0.0 +33:89/0 = 0 +33:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:89/0/physics_layer_0/angular_velocity = 0.0 +34:89/0 = 0 +34:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:89/0/physics_layer_0/angular_velocity = 0.0 +35:89/0 = 0 +35:89/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:89/0/physics_layer_0/angular_velocity = 0.0 +0:90/0 = 0 +0:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:90/0/physics_layer_0/angular_velocity = 0.0 +1:90/0 = 0 +1:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:90/0/physics_layer_0/angular_velocity = 0.0 +2:90/0 = 0 +2:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:90/0/physics_layer_0/angular_velocity = 0.0 +3:90/0 = 0 +3:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:90/0/physics_layer_0/angular_velocity = 0.0 +4:90/0 = 0 +4:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:90/0/physics_layer_0/angular_velocity = 0.0 +5:90/0 = 0 +5:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:90/0/physics_layer_0/angular_velocity = 0.0 +6:90/0 = 0 +6:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:90/0/physics_layer_0/angular_velocity = 0.0 +7:90/0 = 0 +7:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:90/0/physics_layer_0/angular_velocity = 0.0 +8:90/0 = 0 +8:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:90/0/physics_layer_0/angular_velocity = 0.0 +9:90/0 = 0 +9:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:90/0/physics_layer_0/angular_velocity = 0.0 +10:90/0 = 0 +10:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:90/0/physics_layer_0/angular_velocity = 0.0 +11:90/0 = 0 +11:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:90/0/physics_layer_0/angular_velocity = 0.0 +12:90/0 = 0 +12:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:90/0/physics_layer_0/angular_velocity = 0.0 +13:90/0 = 0 +13:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:90/0/physics_layer_0/angular_velocity = 0.0 +14:90/0 = 0 +14:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:90/0/physics_layer_0/angular_velocity = 0.0 +15:90/0 = 0 +15:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:90/0/physics_layer_0/angular_velocity = 0.0 +16:90/0 = 0 +16:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:90/0/physics_layer_0/angular_velocity = 0.0 +17:90/0 = 0 +17:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:90/0/physics_layer_0/angular_velocity = 0.0 +18:90/0 = 0 +18:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:90/0/physics_layer_0/angular_velocity = 0.0 +19:90/0 = 0 +19:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:90/0/physics_layer_0/angular_velocity = 0.0 +20:90/0 = 0 +20:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:90/0/physics_layer_0/angular_velocity = 0.0 +21:90/0 = 0 +21:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:90/0/physics_layer_0/angular_velocity = 0.0 +22:90/0 = 0 +22:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:90/0/physics_layer_0/angular_velocity = 0.0 +23:90/0 = 0 +23:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:90/0/physics_layer_0/angular_velocity = 0.0 +24:90/0 = 0 +24:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:90/0/physics_layer_0/angular_velocity = 0.0 +25:90/0 = 0 +25:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:90/0/physics_layer_0/angular_velocity = 0.0 +26:90/0 = 0 +26:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:90/0/physics_layer_0/angular_velocity = 0.0 +27:90/0 = 0 +27:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:90/0/physics_layer_0/angular_velocity = 0.0 +28:90/0 = 0 +28:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:90/0/physics_layer_0/angular_velocity = 0.0 +29:90/0 = 0 +29:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:90/0/physics_layer_0/angular_velocity = 0.0 +30:90/0 = 0 +30:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:90/0/physics_layer_0/angular_velocity = 0.0 +31:90/0 = 0 +31:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:90/0/physics_layer_0/angular_velocity = 0.0 +32:90/0 = 0 +32:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:90/0/physics_layer_0/angular_velocity = 0.0 +33:90/0 = 0 +33:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:90/0/physics_layer_0/angular_velocity = 0.0 +34:90/0 = 0 +34:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:90/0/physics_layer_0/angular_velocity = 0.0 +35:90/0 = 0 +35:90/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:90/0/physics_layer_0/angular_velocity = 0.0 +0:91/0 = 0 +0:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:91/0/physics_layer_0/angular_velocity = 0.0 +1:91/0 = 0 +1:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:91/0/physics_layer_0/angular_velocity = 0.0 +2:91/0 = 0 +2:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:91/0/physics_layer_0/angular_velocity = 0.0 +3:91/0 = 0 +3:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:91/0/physics_layer_0/angular_velocity = 0.0 +4:91/0 = 0 +4:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:91/0/physics_layer_0/angular_velocity = 0.0 +5:91/0 = 0 +5:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:91/0/physics_layer_0/angular_velocity = 0.0 +6:91/0 = 0 +6:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:91/0/physics_layer_0/angular_velocity = 0.0 +7:91/0 = 0 +7:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:91/0/physics_layer_0/angular_velocity = 0.0 +8:91/0 = 0 +8:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:91/0/physics_layer_0/angular_velocity = 0.0 +9:91/0 = 0 +9:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:91/0/physics_layer_0/angular_velocity = 0.0 +10:91/0 = 0 +10:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:91/0/physics_layer_0/angular_velocity = 0.0 +11:91/0 = 0 +11:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:91/0/physics_layer_0/angular_velocity = 0.0 +12:91/0 = 0 +12:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:91/0/physics_layer_0/angular_velocity = 0.0 +13:91/0 = 0 +13:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:91/0/physics_layer_0/angular_velocity = 0.0 +14:91/0 = 0 +14:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:91/0/physics_layer_0/angular_velocity = 0.0 +15:91/0 = 0 +15:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:91/0/physics_layer_0/angular_velocity = 0.0 +16:91/0 = 0 +16:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:91/0/physics_layer_0/angular_velocity = 0.0 +17:91/0 = 0 +17:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:91/0/physics_layer_0/angular_velocity = 0.0 +18:91/0 = 0 +18:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:91/0/physics_layer_0/angular_velocity = 0.0 +19:91/0 = 0 +19:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:91/0/physics_layer_0/angular_velocity = 0.0 +20:91/0 = 0 +20:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:91/0/physics_layer_0/angular_velocity = 0.0 +21:91/0 = 0 +21:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:91/0/physics_layer_0/angular_velocity = 0.0 +22:91/0 = 0 +22:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:91/0/physics_layer_0/angular_velocity = 0.0 +23:91/0 = 0 +23:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:91/0/physics_layer_0/angular_velocity = 0.0 +24:91/0 = 0 +24:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:91/0/physics_layer_0/angular_velocity = 0.0 +25:91/0 = 0 +25:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:91/0/physics_layer_0/angular_velocity = 0.0 +26:91/0 = 0 +26:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:91/0/physics_layer_0/angular_velocity = 0.0 +27:91/0 = 0 +27:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:91/0/physics_layer_0/angular_velocity = 0.0 +28:91/0 = 0 +28:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:91/0/physics_layer_0/angular_velocity = 0.0 +29:91/0 = 0 +29:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:91/0/physics_layer_0/angular_velocity = 0.0 +30:91/0 = 0 +30:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:91/0/physics_layer_0/angular_velocity = 0.0 +31:91/0 = 0 +31:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:91/0/physics_layer_0/angular_velocity = 0.0 +32:91/0 = 0 +32:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:91/0/physics_layer_0/angular_velocity = 0.0 +33:91/0 = 0 +33:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:91/0/physics_layer_0/angular_velocity = 0.0 +34:91/0 = 0 +34:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:91/0/physics_layer_0/angular_velocity = 0.0 +35:91/0 = 0 +35:91/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:91/0/physics_layer_0/angular_velocity = 0.0 +0:92/0 = 0 +0:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:92/0/physics_layer_0/angular_velocity = 0.0 +1:92/0 = 0 +1:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:92/0/physics_layer_0/angular_velocity = 0.0 +2:92/0 = 0 +2:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:92/0/physics_layer_0/angular_velocity = 0.0 +3:92/0 = 0 +3:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:92/0/physics_layer_0/angular_velocity = 0.0 +4:92/0 = 0 +4:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:92/0/physics_layer_0/angular_velocity = 0.0 +5:92/0 = 0 +5:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:92/0/physics_layer_0/angular_velocity = 0.0 +6:92/0 = 0 +6:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:92/0/physics_layer_0/angular_velocity = 0.0 +7:92/0 = 0 +7:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:92/0/physics_layer_0/angular_velocity = 0.0 +8:92/0 = 0 +8:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:92/0/physics_layer_0/angular_velocity = 0.0 +9:92/0 = 0 +9:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:92/0/physics_layer_0/angular_velocity = 0.0 +10:92/0 = 0 +10:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:92/0/physics_layer_0/angular_velocity = 0.0 +11:92/0 = 0 +11:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:92/0/physics_layer_0/angular_velocity = 0.0 +12:92/0 = 0 +12:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:92/0/physics_layer_0/angular_velocity = 0.0 +13:92/0 = 0 +13:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:92/0/physics_layer_0/angular_velocity = 0.0 +14:92/0 = 0 +14:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:92/0/physics_layer_0/angular_velocity = 0.0 +15:92/0 = 0 +15:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:92/0/physics_layer_0/angular_velocity = 0.0 +16:92/0 = 0 +16:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:92/0/physics_layer_0/angular_velocity = 0.0 +17:92/0 = 0 +17:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:92/0/physics_layer_0/angular_velocity = 0.0 +18:92/0 = 0 +18:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:92/0/physics_layer_0/angular_velocity = 0.0 +19:92/0 = 0 +19:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:92/0/physics_layer_0/angular_velocity = 0.0 +20:92/0 = 0 +20:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:92/0/physics_layer_0/angular_velocity = 0.0 +21:92/0 = 0 +21:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:92/0/physics_layer_0/angular_velocity = 0.0 +22:92/0 = 0 +22:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:92/0/physics_layer_0/angular_velocity = 0.0 +23:92/0 = 0 +23:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:92/0/physics_layer_0/angular_velocity = 0.0 +24:92/0 = 0 +24:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:92/0/physics_layer_0/angular_velocity = 0.0 +25:92/0 = 0 +25:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:92/0/physics_layer_0/angular_velocity = 0.0 +26:92/0 = 0 +26:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:92/0/physics_layer_0/angular_velocity = 0.0 +27:92/0 = 0 +27:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:92/0/physics_layer_0/angular_velocity = 0.0 +28:92/0 = 0 +28:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:92/0/physics_layer_0/angular_velocity = 0.0 +29:92/0 = 0 +29:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:92/0/physics_layer_0/angular_velocity = 0.0 +30:92/0 = 0 +30:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:92/0/physics_layer_0/angular_velocity = 0.0 +31:92/0 = 0 +31:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:92/0/physics_layer_0/angular_velocity = 0.0 +32:92/0 = 0 +32:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:92/0/physics_layer_0/angular_velocity = 0.0 +33:92/0 = 0 +33:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:92/0/physics_layer_0/angular_velocity = 0.0 +34:92/0 = 0 +34:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:92/0/physics_layer_0/angular_velocity = 0.0 +35:92/0 = 0 +35:92/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:92/0/physics_layer_0/angular_velocity = 0.0 +0:93/0 = 0 +0:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:93/0/physics_layer_0/angular_velocity = 0.0 +1:93/0 = 0 +1:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:93/0/physics_layer_0/angular_velocity = 0.0 +2:93/0 = 0 +2:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:93/0/physics_layer_0/angular_velocity = 0.0 +3:93/0 = 0 +3:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:93/0/physics_layer_0/angular_velocity = 0.0 +4:93/0 = 0 +4:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:93/0/physics_layer_0/angular_velocity = 0.0 +5:93/0 = 0 +5:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:93/0/physics_layer_0/angular_velocity = 0.0 +6:93/0 = 0 +6:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:93/0/physics_layer_0/angular_velocity = 0.0 +7:93/0 = 0 +7:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:93/0/physics_layer_0/angular_velocity = 0.0 +8:93/0 = 0 +8:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:93/0/physics_layer_0/angular_velocity = 0.0 +9:93/0 = 0 +9:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:93/0/physics_layer_0/angular_velocity = 0.0 +10:93/0 = 0 +10:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:93/0/physics_layer_0/angular_velocity = 0.0 +11:93/0 = 0 +11:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:93/0/physics_layer_0/angular_velocity = 0.0 +12:93/0 = 0 +12:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:93/0/physics_layer_0/angular_velocity = 0.0 +13:93/0 = 0 +13:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:93/0/physics_layer_0/angular_velocity = 0.0 +14:93/0 = 0 +14:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:93/0/physics_layer_0/angular_velocity = 0.0 +15:93/0 = 0 +15:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:93/0/physics_layer_0/angular_velocity = 0.0 +16:93/0 = 0 +16:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:93/0/physics_layer_0/angular_velocity = 0.0 +17:93/0 = 0 +17:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:93/0/physics_layer_0/angular_velocity = 0.0 +18:93/0 = 0 +18:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:93/0/physics_layer_0/angular_velocity = 0.0 +19:93/0 = 0 +19:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:93/0/physics_layer_0/angular_velocity = 0.0 +20:93/0 = 0 +20:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:93/0/physics_layer_0/angular_velocity = 0.0 +21:93/0 = 0 +21:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:93/0/physics_layer_0/angular_velocity = 0.0 +22:93/0 = 0 +22:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:93/0/physics_layer_0/angular_velocity = 0.0 +23:93/0 = 0 +23:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:93/0/physics_layer_0/angular_velocity = 0.0 +24:93/0 = 0 +24:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:93/0/physics_layer_0/angular_velocity = 0.0 +25:93/0 = 0 +25:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:93/0/physics_layer_0/angular_velocity = 0.0 +26:93/0 = 0 +26:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:93/0/physics_layer_0/angular_velocity = 0.0 +27:93/0 = 0 +27:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:93/0/physics_layer_0/angular_velocity = 0.0 +28:93/0 = 0 +28:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:93/0/physics_layer_0/angular_velocity = 0.0 +29:93/0 = 0 +29:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:93/0/physics_layer_0/angular_velocity = 0.0 +30:93/0 = 0 +30:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:93/0/physics_layer_0/angular_velocity = 0.0 +31:93/0 = 0 +31:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:93/0/physics_layer_0/angular_velocity = 0.0 +32:93/0 = 0 +32:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:93/0/physics_layer_0/angular_velocity = 0.0 +33:93/0 = 0 +33:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:93/0/physics_layer_0/angular_velocity = 0.0 +34:93/0 = 0 +34:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:93/0/physics_layer_0/angular_velocity = 0.0 +35:93/0 = 0 +35:93/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:93/0/physics_layer_0/angular_velocity = 0.0 +0:94/0 = 0 +0:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:94/0/physics_layer_0/angular_velocity = 0.0 +1:94/0 = 0 +1:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:94/0/physics_layer_0/angular_velocity = 0.0 +2:94/0 = 0 +2:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:94/0/physics_layer_0/angular_velocity = 0.0 +3:94/0 = 0 +3:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:94/0/physics_layer_0/angular_velocity = 0.0 +4:94/0 = 0 +4:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:94/0/physics_layer_0/angular_velocity = 0.0 +5:94/0 = 0 +5:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:94/0/physics_layer_0/angular_velocity = 0.0 +6:94/0 = 0 +6:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:94/0/physics_layer_0/angular_velocity = 0.0 +7:94/0 = 0 +7:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:94/0/physics_layer_0/angular_velocity = 0.0 +8:94/0 = 0 +8:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:94/0/physics_layer_0/angular_velocity = 0.0 +9:94/0 = 0 +9:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:94/0/physics_layer_0/angular_velocity = 0.0 +10:94/0 = 0 +10:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:94/0/physics_layer_0/angular_velocity = 0.0 +11:94/0 = 0 +11:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:94/0/physics_layer_0/angular_velocity = 0.0 +12:94/0 = 0 +12:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:94/0/physics_layer_0/angular_velocity = 0.0 +13:94/0 = 0 +13:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:94/0/physics_layer_0/angular_velocity = 0.0 +14:94/0 = 0 +14:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:94/0/physics_layer_0/angular_velocity = 0.0 +15:94/0 = 0 +15:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:94/0/physics_layer_0/angular_velocity = 0.0 +16:94/0 = 0 +16:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:94/0/physics_layer_0/angular_velocity = 0.0 +17:94/0 = 0 +17:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:94/0/physics_layer_0/angular_velocity = 0.0 +18:94/0 = 0 +18:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:94/0/physics_layer_0/angular_velocity = 0.0 +19:94/0 = 0 +19:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:94/0/physics_layer_0/angular_velocity = 0.0 +20:94/0 = 0 +20:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:94/0/physics_layer_0/angular_velocity = 0.0 +21:94/0 = 0 +21:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:94/0/physics_layer_0/angular_velocity = 0.0 +22:94/0 = 0 +22:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:94/0/physics_layer_0/angular_velocity = 0.0 +23:94/0 = 0 +23:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:94/0/physics_layer_0/angular_velocity = 0.0 +24:94/0 = 0 +24:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:94/0/physics_layer_0/angular_velocity = 0.0 +25:94/0 = 0 +25:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:94/0/physics_layer_0/angular_velocity = 0.0 +26:94/0 = 0 +26:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:94/0/physics_layer_0/angular_velocity = 0.0 +27:94/0 = 0 +27:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:94/0/physics_layer_0/angular_velocity = 0.0 +28:94/0 = 0 +28:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:94/0/physics_layer_0/angular_velocity = 0.0 +29:94/0 = 0 +29:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:94/0/physics_layer_0/angular_velocity = 0.0 +30:94/0 = 0 +30:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:94/0/physics_layer_0/angular_velocity = 0.0 +31:94/0 = 0 +31:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:94/0/physics_layer_0/angular_velocity = 0.0 +32:94/0 = 0 +32:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:94/0/physics_layer_0/angular_velocity = 0.0 +33:94/0 = 0 +33:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:94/0/physics_layer_0/angular_velocity = 0.0 +34:94/0 = 0 +34:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:94/0/physics_layer_0/angular_velocity = 0.0 +35:94/0 = 0 +35:94/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:94/0/physics_layer_0/angular_velocity = 0.0 +0:95/0 = 0 +0:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:95/0/physics_layer_0/angular_velocity = 0.0 +1:95/0 = 0 +1:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:95/0/physics_layer_0/angular_velocity = 0.0 +2:95/0 = 0 +2:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:95/0/physics_layer_0/angular_velocity = 0.0 +3:95/0 = 0 +3:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:95/0/physics_layer_0/angular_velocity = 0.0 +4:95/0 = 0 +4:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:95/0/physics_layer_0/angular_velocity = 0.0 +5:95/0 = 0 +5:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:95/0/physics_layer_0/angular_velocity = 0.0 +6:95/0 = 0 +6:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:95/0/physics_layer_0/angular_velocity = 0.0 +7:95/0 = 0 +7:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:95/0/physics_layer_0/angular_velocity = 0.0 +8:95/0 = 0 +8:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:95/0/physics_layer_0/angular_velocity = 0.0 +9:95/0 = 0 +9:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:95/0/physics_layer_0/angular_velocity = 0.0 +10:95/0 = 0 +10:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:95/0/physics_layer_0/angular_velocity = 0.0 +11:95/0 = 0 +11:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:95/0/physics_layer_0/angular_velocity = 0.0 +12:95/0 = 0 +12:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:95/0/physics_layer_0/angular_velocity = 0.0 +13:95/0 = 0 +13:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:95/0/physics_layer_0/angular_velocity = 0.0 +14:95/0 = 0 +14:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:95/0/physics_layer_0/angular_velocity = 0.0 +15:95/0 = 0 +15:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:95/0/physics_layer_0/angular_velocity = 0.0 +16:95/0 = 0 +16:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:95/0/physics_layer_0/angular_velocity = 0.0 +17:95/0 = 0 +17:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:95/0/physics_layer_0/angular_velocity = 0.0 +18:95/0 = 0 +18:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:95/0/physics_layer_0/angular_velocity = 0.0 +19:95/0 = 0 +19:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:95/0/physics_layer_0/angular_velocity = 0.0 +20:95/0 = 0 +20:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:95/0/physics_layer_0/angular_velocity = 0.0 +21:95/0 = 0 +21:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:95/0/physics_layer_0/angular_velocity = 0.0 +22:95/0 = 0 +22:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:95/0/physics_layer_0/angular_velocity = 0.0 +23:95/0 = 0 +23:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:95/0/physics_layer_0/angular_velocity = 0.0 +24:95/0 = 0 +24:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:95/0/physics_layer_0/angular_velocity = 0.0 +25:95/0 = 0 +25:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:95/0/physics_layer_0/angular_velocity = 0.0 +26:95/0 = 0 +26:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:95/0/physics_layer_0/angular_velocity = 0.0 +27:95/0 = 0 +27:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:95/0/physics_layer_0/angular_velocity = 0.0 +28:95/0 = 0 +28:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:95/0/physics_layer_0/angular_velocity = 0.0 +29:95/0 = 0 +29:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:95/0/physics_layer_0/angular_velocity = 0.0 +30:95/0 = 0 +30:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:95/0/physics_layer_0/angular_velocity = 0.0 +31:95/0 = 0 +31:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:95/0/physics_layer_0/angular_velocity = 0.0 +32:95/0 = 0 +32:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:95/0/physics_layer_0/angular_velocity = 0.0 +33:95/0 = 0 +33:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:95/0/physics_layer_0/angular_velocity = 0.0 +34:95/0 = 0 +34:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:95/0/physics_layer_0/angular_velocity = 0.0 +35:95/0 = 0 +35:95/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:95/0/physics_layer_0/angular_velocity = 0.0 +0:96/0 = 0 +0:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:96/0/physics_layer_0/angular_velocity = 0.0 +1:96/0 = 0 +1:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:96/0/physics_layer_0/angular_velocity = 0.0 +2:96/0 = 0 +2:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:96/0/physics_layer_0/angular_velocity = 0.0 +3:96/0 = 0 +3:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:96/0/physics_layer_0/angular_velocity = 0.0 +4:96/0 = 0 +4:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:96/0/physics_layer_0/angular_velocity = 0.0 +5:96/0 = 0 +5:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:96/0/physics_layer_0/angular_velocity = 0.0 +6:96/0 = 0 +6:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:96/0/physics_layer_0/angular_velocity = 0.0 +7:96/0 = 0 +7:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:96/0/physics_layer_0/angular_velocity = 0.0 +8:96/0 = 0 +8:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:96/0/physics_layer_0/angular_velocity = 0.0 +9:96/0 = 0 +9:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:96/0/physics_layer_0/angular_velocity = 0.0 +10:96/0 = 0 +10:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:96/0/physics_layer_0/angular_velocity = 0.0 +11:96/0 = 0 +11:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:96/0/physics_layer_0/angular_velocity = 0.0 +12:96/0 = 0 +12:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:96/0/physics_layer_0/angular_velocity = 0.0 +13:96/0 = 0 +13:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:96/0/physics_layer_0/angular_velocity = 0.0 +14:96/0 = 0 +14:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:96/0/physics_layer_0/angular_velocity = 0.0 +15:96/0 = 0 +15:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:96/0/physics_layer_0/angular_velocity = 0.0 +16:96/0 = 0 +16:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:96/0/physics_layer_0/angular_velocity = 0.0 +17:96/0 = 0 +17:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:96/0/physics_layer_0/angular_velocity = 0.0 +18:96/0 = 0 +18:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:96/0/physics_layer_0/angular_velocity = 0.0 +19:96/0 = 0 +19:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:96/0/physics_layer_0/angular_velocity = 0.0 +20:96/0 = 0 +20:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:96/0/physics_layer_0/angular_velocity = 0.0 +21:96/0 = 0 +21:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:96/0/physics_layer_0/angular_velocity = 0.0 +22:96/0 = 0 +22:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:96/0/physics_layer_0/angular_velocity = 0.0 +23:96/0 = 0 +23:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:96/0/physics_layer_0/angular_velocity = 0.0 +24:96/0 = 0 +24:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:96/0/physics_layer_0/angular_velocity = 0.0 +25:96/0 = 0 +25:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:96/0/physics_layer_0/angular_velocity = 0.0 +26:96/0 = 0 +26:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:96/0/physics_layer_0/angular_velocity = 0.0 +27:96/0 = 0 +27:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:96/0/physics_layer_0/angular_velocity = 0.0 +28:96/0 = 0 +28:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:96/0/physics_layer_0/angular_velocity = 0.0 +29:96/0 = 0 +29:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:96/0/physics_layer_0/angular_velocity = 0.0 +30:96/0 = 0 +30:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:96/0/physics_layer_0/angular_velocity = 0.0 +31:96/0 = 0 +31:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:96/0/physics_layer_0/angular_velocity = 0.0 +32:96/0 = 0 +32:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:96/0/physics_layer_0/angular_velocity = 0.0 +33:96/0 = 0 +33:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:96/0/physics_layer_0/angular_velocity = 0.0 +34:96/0 = 0 +34:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:96/0/physics_layer_0/angular_velocity = 0.0 +35:96/0 = 0 +35:96/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:96/0/physics_layer_0/angular_velocity = 0.0 +0:97/0 = 0 +0:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:97/0/physics_layer_0/angular_velocity = 0.0 +1:97/0 = 0 +1:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:97/0/physics_layer_0/angular_velocity = 0.0 +2:97/0 = 0 +2:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:97/0/physics_layer_0/angular_velocity = 0.0 +3:97/0 = 0 +3:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:97/0/physics_layer_0/angular_velocity = 0.0 +4:97/0 = 0 +4:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:97/0/physics_layer_0/angular_velocity = 0.0 +5:97/0 = 0 +5:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:97/0/physics_layer_0/angular_velocity = 0.0 +6:97/0 = 0 +6:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:97/0/physics_layer_0/angular_velocity = 0.0 +7:97/0 = 0 +7:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:97/0/physics_layer_0/angular_velocity = 0.0 +8:97/0 = 0 +8:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:97/0/physics_layer_0/angular_velocity = 0.0 +9:97/0 = 0 +9:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:97/0/physics_layer_0/angular_velocity = 0.0 +10:97/0 = 0 +10:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:97/0/physics_layer_0/angular_velocity = 0.0 +11:97/0 = 0 +11:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:97/0/physics_layer_0/angular_velocity = 0.0 +12:97/0 = 0 +12:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:97/0/physics_layer_0/angular_velocity = 0.0 +13:97/0 = 0 +13:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:97/0/physics_layer_0/angular_velocity = 0.0 +14:97/0 = 0 +14:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:97/0/physics_layer_0/angular_velocity = 0.0 +15:97/0 = 0 +15:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:97/0/physics_layer_0/angular_velocity = 0.0 +16:97/0 = 0 +16:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:97/0/physics_layer_0/angular_velocity = 0.0 +17:97/0 = 0 +17:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:97/0/physics_layer_0/angular_velocity = 0.0 +18:97/0 = 0 +18:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:97/0/physics_layer_0/angular_velocity = 0.0 +19:97/0 = 0 +19:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:97/0/physics_layer_0/angular_velocity = 0.0 +20:97/0 = 0 +20:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:97/0/physics_layer_0/angular_velocity = 0.0 +21:97/0 = 0 +21:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:97/0/physics_layer_0/angular_velocity = 0.0 +22:97/0 = 0 +22:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:97/0/physics_layer_0/angular_velocity = 0.0 +23:97/0 = 0 +23:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:97/0/physics_layer_0/angular_velocity = 0.0 +24:97/0 = 0 +24:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:97/0/physics_layer_0/angular_velocity = 0.0 +25:97/0 = 0 +25:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:97/0/physics_layer_0/angular_velocity = 0.0 +26:97/0 = 0 +26:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:97/0/physics_layer_0/angular_velocity = 0.0 +27:97/0 = 0 +27:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:97/0/physics_layer_0/angular_velocity = 0.0 +28:97/0 = 0 +28:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:97/0/physics_layer_0/angular_velocity = 0.0 +29:97/0 = 0 +29:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:97/0/physics_layer_0/angular_velocity = 0.0 +30:97/0 = 0 +30:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:97/0/physics_layer_0/angular_velocity = 0.0 +31:97/0 = 0 +31:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:97/0/physics_layer_0/angular_velocity = 0.0 +32:97/0 = 0 +32:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:97/0/physics_layer_0/angular_velocity = 0.0 +33:97/0 = 0 +33:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:97/0/physics_layer_0/angular_velocity = 0.0 +34:97/0 = 0 +34:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:97/0/physics_layer_0/angular_velocity = 0.0 +35:97/0 = 0 +35:97/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:97/0/physics_layer_0/angular_velocity = 0.0 +0:98/0 = 0 +0:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:98/0/physics_layer_0/angular_velocity = 0.0 +1:98/0 = 0 +1:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:98/0/physics_layer_0/angular_velocity = 0.0 +2:98/0 = 0 +2:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:98/0/physics_layer_0/angular_velocity = 0.0 +3:98/0 = 0 +3:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:98/0/physics_layer_0/angular_velocity = 0.0 +4:98/0 = 0 +4:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:98/0/physics_layer_0/angular_velocity = 0.0 +5:98/0 = 0 +5:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:98/0/physics_layer_0/angular_velocity = 0.0 +6:98/0 = 0 +6:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:98/0/physics_layer_0/angular_velocity = 0.0 +7:98/0 = 0 +7:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:98/0/physics_layer_0/angular_velocity = 0.0 +8:98/0 = 0 +8:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:98/0/physics_layer_0/angular_velocity = 0.0 +9:98/0 = 0 +9:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:98/0/physics_layer_0/angular_velocity = 0.0 +10:98/0 = 0 +10:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:98/0/physics_layer_0/angular_velocity = 0.0 +11:98/0 = 0 +11:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:98/0/physics_layer_0/angular_velocity = 0.0 +12:98/0 = 0 +12:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:98/0/physics_layer_0/angular_velocity = 0.0 +13:98/0 = 0 +13:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:98/0/physics_layer_0/angular_velocity = 0.0 +14:98/0 = 0 +14:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:98/0/physics_layer_0/angular_velocity = 0.0 +15:98/0 = 0 +15:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:98/0/physics_layer_0/angular_velocity = 0.0 +16:98/0 = 0 +16:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:98/0/physics_layer_0/angular_velocity = 0.0 +17:98/0 = 0 +17:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:98/0/physics_layer_0/angular_velocity = 0.0 +18:98/0 = 0 +18:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:98/0/physics_layer_0/angular_velocity = 0.0 +19:98/0 = 0 +19:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:98/0/physics_layer_0/angular_velocity = 0.0 +20:98/0 = 0 +20:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:98/0/physics_layer_0/angular_velocity = 0.0 +21:98/0 = 0 +21:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:98/0/physics_layer_0/angular_velocity = 0.0 +22:98/0 = 0 +22:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:98/0/physics_layer_0/angular_velocity = 0.0 +23:98/0 = 0 +23:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:98/0/physics_layer_0/angular_velocity = 0.0 +24:98/0 = 0 +24:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:98/0/physics_layer_0/angular_velocity = 0.0 +25:98/0 = 0 +25:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:98/0/physics_layer_0/angular_velocity = 0.0 +26:98/0 = 0 +26:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:98/0/physics_layer_0/angular_velocity = 0.0 +27:98/0 = 0 +27:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:98/0/physics_layer_0/angular_velocity = 0.0 +28:98/0 = 0 +28:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:98/0/physics_layer_0/angular_velocity = 0.0 +29:98/0 = 0 +29:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:98/0/physics_layer_0/angular_velocity = 0.0 +30:98/0 = 0 +30:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:98/0/physics_layer_0/angular_velocity = 0.0 +31:98/0 = 0 +31:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:98/0/physics_layer_0/angular_velocity = 0.0 +32:98/0 = 0 +32:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:98/0/physics_layer_0/angular_velocity = 0.0 +33:98/0 = 0 +33:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:98/0/physics_layer_0/angular_velocity = 0.0 +34:98/0 = 0 +34:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:98/0/physics_layer_0/angular_velocity = 0.0 +35:98/0 = 0 +35:98/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:98/0/physics_layer_0/angular_velocity = 0.0 +0:99/0 = 0 +0:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:99/0/physics_layer_0/angular_velocity = 0.0 +1:99/0 = 0 +1:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:99/0/physics_layer_0/angular_velocity = 0.0 +2:99/0 = 0 +2:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:99/0/physics_layer_0/angular_velocity = 0.0 +3:99/0 = 0 +3:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:99/0/physics_layer_0/angular_velocity = 0.0 +4:99/0 = 0 +4:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:99/0/physics_layer_0/angular_velocity = 0.0 +5:99/0 = 0 +5:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:99/0/physics_layer_0/angular_velocity = 0.0 +6:99/0 = 0 +6:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:99/0/physics_layer_0/angular_velocity = 0.0 +7:99/0 = 0 +7:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:99/0/physics_layer_0/angular_velocity = 0.0 +8:99/0 = 0 +8:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:99/0/physics_layer_0/angular_velocity = 0.0 +9:99/0 = 0 +9:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:99/0/physics_layer_0/angular_velocity = 0.0 +10:99/0 = 0 +10:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:99/0/physics_layer_0/angular_velocity = 0.0 +11:99/0 = 0 +11:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:99/0/physics_layer_0/angular_velocity = 0.0 +12:99/0 = 0 +12:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:99/0/physics_layer_0/angular_velocity = 0.0 +13:99/0 = 0 +13:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:99/0/physics_layer_0/angular_velocity = 0.0 +14:99/0 = 0 +14:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:99/0/physics_layer_0/angular_velocity = 0.0 +15:99/0 = 0 +15:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:99/0/physics_layer_0/angular_velocity = 0.0 +16:99/0 = 0 +16:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:99/0/physics_layer_0/angular_velocity = 0.0 +17:99/0 = 0 +17:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:99/0/physics_layer_0/angular_velocity = 0.0 +18:99/0 = 0 +18:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:99/0/physics_layer_0/angular_velocity = 0.0 +19:99/0 = 0 +19:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:99/0/physics_layer_0/angular_velocity = 0.0 +20:99/0 = 0 +20:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:99/0/physics_layer_0/angular_velocity = 0.0 +21:99/0 = 0 +21:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:99/0/physics_layer_0/angular_velocity = 0.0 +22:99/0 = 0 +22:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:99/0/physics_layer_0/angular_velocity = 0.0 +23:99/0 = 0 +23:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:99/0/physics_layer_0/angular_velocity = 0.0 +24:99/0 = 0 +24:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:99/0/physics_layer_0/angular_velocity = 0.0 +25:99/0 = 0 +25:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:99/0/physics_layer_0/angular_velocity = 0.0 +26:99/0 = 0 +26:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:99/0/physics_layer_0/angular_velocity = 0.0 +27:99/0 = 0 +27:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:99/0/physics_layer_0/angular_velocity = 0.0 +28:99/0 = 0 +28:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:99/0/physics_layer_0/angular_velocity = 0.0 +29:99/0 = 0 +29:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:99/0/physics_layer_0/angular_velocity = 0.0 +30:99/0 = 0 +30:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:99/0/physics_layer_0/angular_velocity = 0.0 +31:99/0 = 0 +31:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:99/0/physics_layer_0/angular_velocity = 0.0 +32:99/0 = 0 +32:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:99/0/physics_layer_0/angular_velocity = 0.0 +33:99/0 = 0 +33:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:99/0/physics_layer_0/angular_velocity = 0.0 +34:99/0 = 0 +34:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:99/0/physics_layer_0/angular_velocity = 0.0 +35:99/0 = 0 +35:99/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:99/0/physics_layer_0/angular_velocity = 0.0 +0:100/0 = 0 +0:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:100/0/physics_layer_0/angular_velocity = 0.0 +1:100/0 = 0 +1:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:100/0/physics_layer_0/angular_velocity = 0.0 +2:100/0 = 0 +2:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:100/0/physics_layer_0/angular_velocity = 0.0 +3:100/0 = 0 +3:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:100/0/physics_layer_0/angular_velocity = 0.0 +4:100/0 = 0 +4:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:100/0/physics_layer_0/angular_velocity = 0.0 +5:100/0 = 0 +5:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:100/0/physics_layer_0/angular_velocity = 0.0 +6:100/0 = 0 +6:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:100/0/physics_layer_0/angular_velocity = 0.0 +7:100/0 = 0 +7:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:100/0/physics_layer_0/angular_velocity = 0.0 +8:100/0 = 0 +8:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:100/0/physics_layer_0/angular_velocity = 0.0 +9:100/0 = 0 +9:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:100/0/physics_layer_0/angular_velocity = 0.0 +10:100/0 = 0 +10:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:100/0/physics_layer_0/angular_velocity = 0.0 +11:100/0 = 0 +11:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:100/0/physics_layer_0/angular_velocity = 0.0 +12:100/0 = 0 +12:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:100/0/physics_layer_0/angular_velocity = 0.0 +13:100/0 = 0 +13:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:100/0/physics_layer_0/angular_velocity = 0.0 +14:100/0 = 0 +14:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:100/0/physics_layer_0/angular_velocity = 0.0 +15:100/0 = 0 +15:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:100/0/physics_layer_0/angular_velocity = 0.0 +16:100/0 = 0 +16:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:100/0/physics_layer_0/angular_velocity = 0.0 +17:100/0 = 0 +17:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:100/0/physics_layer_0/angular_velocity = 0.0 +18:100/0 = 0 +18:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:100/0/physics_layer_0/angular_velocity = 0.0 +19:100/0 = 0 +19:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:100/0/physics_layer_0/angular_velocity = 0.0 +20:100/0 = 0 +20:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:100/0/physics_layer_0/angular_velocity = 0.0 +21:100/0 = 0 +21:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:100/0/physics_layer_0/angular_velocity = 0.0 +22:100/0 = 0 +22:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:100/0/physics_layer_0/angular_velocity = 0.0 +23:100/0 = 0 +23:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:100/0/physics_layer_0/angular_velocity = 0.0 +24:100/0 = 0 +24:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:100/0/physics_layer_0/angular_velocity = 0.0 +25:100/0 = 0 +25:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:100/0/physics_layer_0/angular_velocity = 0.0 +26:100/0 = 0 +26:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:100/0/physics_layer_0/angular_velocity = 0.0 +27:100/0 = 0 +27:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:100/0/physics_layer_0/angular_velocity = 0.0 +28:100/0 = 0 +28:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:100/0/physics_layer_0/angular_velocity = 0.0 +29:100/0 = 0 +29:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:100/0/physics_layer_0/angular_velocity = 0.0 +30:100/0 = 0 +30:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:100/0/physics_layer_0/angular_velocity = 0.0 +31:100/0 = 0 +31:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:100/0/physics_layer_0/angular_velocity = 0.0 +32:100/0 = 0 +32:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:100/0/physics_layer_0/angular_velocity = 0.0 +33:100/0 = 0 +33:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:100/0/physics_layer_0/angular_velocity = 0.0 +34:100/0 = 0 +34:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:100/0/physics_layer_0/angular_velocity = 0.0 +35:100/0 = 0 +35:100/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:100/0/physics_layer_0/angular_velocity = 0.0 +0:101/0 = 0 +0:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:101/0/physics_layer_0/angular_velocity = 0.0 +1:101/0 = 0 +1:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:101/0/physics_layer_0/angular_velocity = 0.0 +2:101/0 = 0 +2:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:101/0/physics_layer_0/angular_velocity = 0.0 +3:101/0 = 0 +3:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:101/0/physics_layer_0/angular_velocity = 0.0 +4:101/0 = 0 +4:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:101/0/physics_layer_0/angular_velocity = 0.0 +5:101/0 = 0 +5:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:101/0/physics_layer_0/angular_velocity = 0.0 +6:101/0 = 0 +6:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:101/0/physics_layer_0/angular_velocity = 0.0 +7:101/0 = 0 +7:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:101/0/physics_layer_0/angular_velocity = 0.0 +8:101/0 = 0 +8:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:101/0/physics_layer_0/angular_velocity = 0.0 +9:101/0 = 0 +9:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:101/0/physics_layer_0/angular_velocity = 0.0 +10:101/0 = 0 +10:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:101/0/physics_layer_0/angular_velocity = 0.0 +11:101/0 = 0 +11:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:101/0/physics_layer_0/angular_velocity = 0.0 +12:101/0 = 0 +12:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:101/0/physics_layer_0/angular_velocity = 0.0 +13:101/0 = 0 +13:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:101/0/physics_layer_0/angular_velocity = 0.0 +14:101/0 = 0 +14:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:101/0/physics_layer_0/angular_velocity = 0.0 +15:101/0 = 0 +15:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:101/0/physics_layer_0/angular_velocity = 0.0 +16:101/0 = 0 +16:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:101/0/physics_layer_0/angular_velocity = 0.0 +17:101/0 = 0 +17:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:101/0/physics_layer_0/angular_velocity = 0.0 +18:101/0 = 0 +18:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:101/0/physics_layer_0/angular_velocity = 0.0 +19:101/0 = 0 +19:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:101/0/physics_layer_0/angular_velocity = 0.0 +20:101/0 = 0 +20:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:101/0/physics_layer_0/angular_velocity = 0.0 +21:101/0 = 0 +21:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:101/0/physics_layer_0/angular_velocity = 0.0 +22:101/0 = 0 +22:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:101/0/physics_layer_0/angular_velocity = 0.0 +23:101/0 = 0 +23:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:101/0/physics_layer_0/angular_velocity = 0.0 +24:101/0 = 0 +24:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:101/0/physics_layer_0/angular_velocity = 0.0 +25:101/0 = 0 +25:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:101/0/physics_layer_0/angular_velocity = 0.0 +26:101/0 = 0 +26:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:101/0/physics_layer_0/angular_velocity = 0.0 +27:101/0 = 0 +27:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:101/0/physics_layer_0/angular_velocity = 0.0 +28:101/0 = 0 +28:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:101/0/physics_layer_0/angular_velocity = 0.0 +29:101/0 = 0 +29:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:101/0/physics_layer_0/angular_velocity = 0.0 +30:101/0 = 0 +30:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:101/0/physics_layer_0/angular_velocity = 0.0 +31:101/0 = 0 +31:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:101/0/physics_layer_0/angular_velocity = 0.0 +32:101/0 = 0 +32:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:101/0/physics_layer_0/angular_velocity = 0.0 +33:101/0 = 0 +33:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:101/0/physics_layer_0/angular_velocity = 0.0 +34:101/0 = 0 +34:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:101/0/physics_layer_0/angular_velocity = 0.0 +35:101/0 = 0 +35:101/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:101/0/physics_layer_0/angular_velocity = 0.0 +0:102/0 = 0 +0:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:102/0/physics_layer_0/angular_velocity = 0.0 +1:102/0 = 0 +1:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:102/0/physics_layer_0/angular_velocity = 0.0 +2:102/0 = 0 +2:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:102/0/physics_layer_0/angular_velocity = 0.0 +3:102/0 = 0 +3:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:102/0/physics_layer_0/angular_velocity = 0.0 +4:102/0 = 0 +4:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:102/0/physics_layer_0/angular_velocity = 0.0 +5:102/0 = 0 +5:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:102/0/physics_layer_0/angular_velocity = 0.0 +6:102/0 = 0 +6:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:102/0/physics_layer_0/angular_velocity = 0.0 +7:102/0 = 0 +7:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:102/0/physics_layer_0/angular_velocity = 0.0 +8:102/0 = 0 +8:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:102/0/physics_layer_0/angular_velocity = 0.0 +9:102/0 = 0 +9:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:102/0/physics_layer_0/angular_velocity = 0.0 +10:102/0 = 0 +10:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:102/0/physics_layer_0/angular_velocity = 0.0 +11:102/0 = 0 +11:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:102/0/physics_layer_0/angular_velocity = 0.0 +12:102/0 = 0 +12:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:102/0/physics_layer_0/angular_velocity = 0.0 +13:102/0 = 0 +13:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:102/0/physics_layer_0/angular_velocity = 0.0 +14:102/0 = 0 +14:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:102/0/physics_layer_0/angular_velocity = 0.0 +15:102/0 = 0 +15:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:102/0/physics_layer_0/angular_velocity = 0.0 +16:102/0 = 0 +16:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:102/0/physics_layer_0/angular_velocity = 0.0 +17:102/0 = 0 +17:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:102/0/physics_layer_0/angular_velocity = 0.0 +18:102/0 = 0 +18:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:102/0/physics_layer_0/angular_velocity = 0.0 +19:102/0 = 0 +19:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:102/0/physics_layer_0/angular_velocity = 0.0 +20:102/0 = 0 +20:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:102/0/physics_layer_0/angular_velocity = 0.0 +21:102/0 = 0 +21:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:102/0/physics_layer_0/angular_velocity = 0.0 +22:102/0 = 0 +22:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:102/0/physics_layer_0/angular_velocity = 0.0 +23:102/0 = 0 +23:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:102/0/physics_layer_0/angular_velocity = 0.0 +24:102/0 = 0 +24:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:102/0/physics_layer_0/angular_velocity = 0.0 +25:102/0 = 0 +25:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:102/0/physics_layer_0/angular_velocity = 0.0 +26:102/0 = 0 +26:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:102/0/physics_layer_0/angular_velocity = 0.0 +27:102/0 = 0 +27:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:102/0/physics_layer_0/angular_velocity = 0.0 +28:102/0 = 0 +28:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:102/0/physics_layer_0/angular_velocity = 0.0 +29:102/0 = 0 +29:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:102/0/physics_layer_0/angular_velocity = 0.0 +30:102/0 = 0 +30:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:102/0/physics_layer_0/angular_velocity = 0.0 +31:102/0 = 0 +31:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:102/0/physics_layer_0/angular_velocity = 0.0 +32:102/0 = 0 +32:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:102/0/physics_layer_0/angular_velocity = 0.0 +33:102/0 = 0 +33:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:102/0/physics_layer_0/angular_velocity = 0.0 +34:102/0 = 0 +34:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:102/0/physics_layer_0/angular_velocity = 0.0 +35:102/0 = 0 +35:102/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:102/0/physics_layer_0/angular_velocity = 0.0 +0:103/0 = 0 +0:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:103/0/physics_layer_0/angular_velocity = 0.0 +1:103/0 = 0 +1:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:103/0/physics_layer_0/angular_velocity = 0.0 +2:103/0 = 0 +2:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:103/0/physics_layer_0/angular_velocity = 0.0 +3:103/0 = 0 +3:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:103/0/physics_layer_0/angular_velocity = 0.0 +4:103/0 = 0 +4:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:103/0/physics_layer_0/angular_velocity = 0.0 +5:103/0 = 0 +5:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:103/0/physics_layer_0/angular_velocity = 0.0 +6:103/0 = 0 +6:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:103/0/physics_layer_0/angular_velocity = 0.0 +7:103/0 = 0 +7:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:103/0/physics_layer_0/angular_velocity = 0.0 +8:103/0 = 0 +8:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:103/0/physics_layer_0/angular_velocity = 0.0 +9:103/0 = 0 +9:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:103/0/physics_layer_0/angular_velocity = 0.0 +10:103/0 = 0 +10:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:103/0/physics_layer_0/angular_velocity = 0.0 +11:103/0 = 0 +11:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:103/0/physics_layer_0/angular_velocity = 0.0 +12:103/0 = 0 +12:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:103/0/physics_layer_0/angular_velocity = 0.0 +13:103/0 = 0 +13:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:103/0/physics_layer_0/angular_velocity = 0.0 +14:103/0 = 0 +14:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:103/0/physics_layer_0/angular_velocity = 0.0 +15:103/0 = 0 +15:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:103/0/physics_layer_0/angular_velocity = 0.0 +16:103/0 = 0 +16:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:103/0/physics_layer_0/angular_velocity = 0.0 +17:103/0 = 0 +17:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:103/0/physics_layer_0/angular_velocity = 0.0 +18:103/0 = 0 +18:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:103/0/physics_layer_0/angular_velocity = 0.0 +19:103/0 = 0 +19:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:103/0/physics_layer_0/angular_velocity = 0.0 +20:103/0 = 0 +20:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:103/0/physics_layer_0/angular_velocity = 0.0 +21:103/0 = 0 +21:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:103/0/physics_layer_0/angular_velocity = 0.0 +22:103/0 = 0 +22:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:103/0/physics_layer_0/angular_velocity = 0.0 +23:103/0 = 0 +23:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:103/0/physics_layer_0/angular_velocity = 0.0 +24:103/0 = 0 +24:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:103/0/physics_layer_0/angular_velocity = 0.0 +25:103/0 = 0 +25:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:103/0/physics_layer_0/angular_velocity = 0.0 +26:103/0 = 0 +26:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:103/0/physics_layer_0/angular_velocity = 0.0 +27:103/0 = 0 +27:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:103/0/physics_layer_0/angular_velocity = 0.0 +28:103/0 = 0 +28:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:103/0/physics_layer_0/angular_velocity = 0.0 +29:103/0 = 0 +29:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:103/0/physics_layer_0/angular_velocity = 0.0 +30:103/0 = 0 +30:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:103/0/physics_layer_0/angular_velocity = 0.0 +31:103/0 = 0 +31:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:103/0/physics_layer_0/angular_velocity = 0.0 +32:103/0 = 0 +32:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:103/0/physics_layer_0/angular_velocity = 0.0 +33:103/0 = 0 +33:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:103/0/physics_layer_0/angular_velocity = 0.0 +34:103/0 = 0 +34:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:103/0/physics_layer_0/angular_velocity = 0.0 +35:103/0 = 0 +35:103/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:103/0/physics_layer_0/angular_velocity = 0.0 +0:104/0 = 0 +0:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:104/0/physics_layer_0/angular_velocity = 0.0 +1:104/0 = 0 +1:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:104/0/physics_layer_0/angular_velocity = 0.0 +2:104/0 = 0 +2:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:104/0/physics_layer_0/angular_velocity = 0.0 +3:104/0 = 0 +3:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:104/0/physics_layer_0/angular_velocity = 0.0 +4:104/0 = 0 +4:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:104/0/physics_layer_0/angular_velocity = 0.0 +5:104/0 = 0 +5:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:104/0/physics_layer_0/angular_velocity = 0.0 +6:104/0 = 0 +6:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:104/0/physics_layer_0/angular_velocity = 0.0 +7:104/0 = 0 +7:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:104/0/physics_layer_0/angular_velocity = 0.0 +8:104/0 = 0 +8:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:104/0/physics_layer_0/angular_velocity = 0.0 +9:104/0 = 0 +9:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:104/0/physics_layer_0/angular_velocity = 0.0 +10:104/0 = 0 +10:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:104/0/physics_layer_0/angular_velocity = 0.0 +11:104/0 = 0 +11:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:104/0/physics_layer_0/angular_velocity = 0.0 +12:104/0 = 0 +12:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:104/0/physics_layer_0/angular_velocity = 0.0 +13:104/0 = 0 +13:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:104/0/physics_layer_0/angular_velocity = 0.0 +14:104/0 = 0 +14:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:104/0/physics_layer_0/angular_velocity = 0.0 +15:104/0 = 0 +15:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:104/0/physics_layer_0/angular_velocity = 0.0 +16:104/0 = 0 +16:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:104/0/physics_layer_0/angular_velocity = 0.0 +17:104/0 = 0 +17:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:104/0/physics_layer_0/angular_velocity = 0.0 +18:104/0 = 0 +18:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:104/0/physics_layer_0/angular_velocity = 0.0 +19:104/0 = 0 +19:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:104/0/physics_layer_0/angular_velocity = 0.0 +20:104/0 = 0 +20:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:104/0/physics_layer_0/angular_velocity = 0.0 +21:104/0 = 0 +21:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:104/0/physics_layer_0/angular_velocity = 0.0 +22:104/0 = 0 +22:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:104/0/physics_layer_0/angular_velocity = 0.0 +23:104/0 = 0 +23:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:104/0/physics_layer_0/angular_velocity = 0.0 +24:104/0 = 0 +24:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:104/0/physics_layer_0/angular_velocity = 0.0 +25:104/0 = 0 +25:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:104/0/physics_layer_0/angular_velocity = 0.0 +27:104/0 = 0 +27:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:104/0/physics_layer_0/angular_velocity = 0.0 +29:104/0 = 0 +29:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:104/0/physics_layer_0/angular_velocity = 0.0 +30:104/0 = 0 +30:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:104/0/physics_layer_0/angular_velocity = 0.0 +32:104/0 = 0 +32:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:104/0/physics_layer_0/angular_velocity = 0.0 +34:104/0 = 0 +34:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:104/0/physics_layer_0/angular_velocity = 0.0 +35:104/0 = 0 +35:104/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:104/0/physics_layer_0/angular_velocity = 0.0 +0:105/0 = 0 +0:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:105/0/physics_layer_0/angular_velocity = 0.0 +1:105/0 = 0 +1:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:105/0/physics_layer_0/angular_velocity = 0.0 +2:105/0 = 0 +2:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:105/0/physics_layer_0/angular_velocity = 0.0 +3:105/0 = 0 +3:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:105/0/physics_layer_0/angular_velocity = 0.0 +4:105/0 = 0 +4:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:105/0/physics_layer_0/angular_velocity = 0.0 +5:105/0 = 0 +5:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:105/0/physics_layer_0/angular_velocity = 0.0 +6:105/0 = 0 +6:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:105/0/physics_layer_0/angular_velocity = 0.0 +7:105/0 = 0 +7:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:105/0/physics_layer_0/angular_velocity = 0.0 +8:105/0 = 0 +8:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:105/0/physics_layer_0/angular_velocity = 0.0 +9:105/0 = 0 +9:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:105/0/physics_layer_0/angular_velocity = 0.0 +10:105/0 = 0 +10:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:105/0/physics_layer_0/angular_velocity = 0.0 +11:105/0 = 0 +11:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:105/0/physics_layer_0/angular_velocity = 0.0 +12:105/0 = 0 +12:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:105/0/physics_layer_0/angular_velocity = 0.0 +13:105/0 = 0 +13:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:105/0/physics_layer_0/angular_velocity = 0.0 +14:105/0 = 0 +14:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:105/0/physics_layer_0/angular_velocity = 0.0 +15:105/0 = 0 +15:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:105/0/physics_layer_0/angular_velocity = 0.0 +16:105/0 = 0 +16:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:105/0/physics_layer_0/angular_velocity = 0.0 +17:105/0 = 0 +17:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:105/0/physics_layer_0/angular_velocity = 0.0 +18:105/0 = 0 +18:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:105/0/physics_layer_0/angular_velocity = 0.0 +19:105/0 = 0 +19:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:105/0/physics_layer_0/angular_velocity = 0.0 +20:105/0 = 0 +20:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:105/0/physics_layer_0/angular_velocity = 0.0 +21:105/0 = 0 +21:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:105/0/physics_layer_0/angular_velocity = 0.0 +22:105/0 = 0 +22:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:105/0/physics_layer_0/angular_velocity = 0.0 +23:105/0 = 0 +23:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:105/0/physics_layer_0/angular_velocity = 0.0 +24:105/0 = 0 +24:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:105/0/physics_layer_0/angular_velocity = 0.0 +25:105/0 = 0 +25:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:105/0/physics_layer_0/angular_velocity = 0.0 +27:105/0 = 0 +27:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:105/0/physics_layer_0/angular_velocity = 0.0 +29:105/0 = 0 +29:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:105/0/physics_layer_0/angular_velocity = 0.0 +30:105/0 = 0 +30:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:105/0/physics_layer_0/angular_velocity = 0.0 +32:105/0 = 0 +32:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:105/0/physics_layer_0/angular_velocity = 0.0 +34:105/0 = 0 +34:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:105/0/physics_layer_0/angular_velocity = 0.0 +35:105/0 = 0 +35:105/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:105/0/physics_layer_0/angular_velocity = 0.0 +0:106/0 = 0 +0:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:106/0/physics_layer_0/angular_velocity = 0.0 +1:106/0 = 0 +1:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:106/0/physics_layer_0/angular_velocity = 0.0 +3:106/0 = 0 +3:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:106/0/physics_layer_0/angular_velocity = 0.0 +5:106/0 = 0 +5:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:106/0/physics_layer_0/angular_velocity = 0.0 +6:106/0 = 0 +6:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:106/0/physics_layer_0/angular_velocity = 0.0 +8:106/0 = 0 +8:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:106/0/physics_layer_0/angular_velocity = 0.0 +10:106/0 = 0 +10:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:106/0/physics_layer_0/angular_velocity = 0.0 +11:106/0 = 0 +11:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:106/0/physics_layer_0/angular_velocity = 0.0 +12:106/0 = 0 +12:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:106/0/physics_layer_0/angular_velocity = 0.0 +13:106/0 = 0 +13:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:106/0/physics_layer_0/angular_velocity = 0.0 +14:106/0 = 0 +14:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:106/0/physics_layer_0/angular_velocity = 0.0 +15:106/0 = 0 +15:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:106/0/physics_layer_0/angular_velocity = 0.0 +16:106/0 = 0 +16:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:106/0/physics_layer_0/angular_velocity = 0.0 +17:106/0 = 0 +17:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:106/0/physics_layer_0/angular_velocity = 0.0 +18:106/0 = 0 +18:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:106/0/physics_layer_0/angular_velocity = 0.0 +19:106/0 = 0 +19:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:106/0/physics_layer_0/angular_velocity = 0.0 +20:106/0 = 0 +20:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:106/0/physics_layer_0/angular_velocity = 0.0 +21:106/0 = 0 +21:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:106/0/physics_layer_0/angular_velocity = 0.0 +22:106/0 = 0 +22:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:106/0/physics_layer_0/angular_velocity = 0.0 +23:106/0 = 0 +23:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:106/0/physics_layer_0/angular_velocity = 0.0 +24:106/0 = 0 +24:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:106/0/physics_layer_0/angular_velocity = 0.0 +25:106/0 = 0 +25:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:106/0/physics_layer_0/angular_velocity = 0.0 +26:106/0 = 0 +26:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:106/0/physics_layer_0/angular_velocity = 0.0 +27:106/0 = 0 +27:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:106/0/physics_layer_0/angular_velocity = 0.0 +28:106/0 = 0 +28:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:106/0/physics_layer_0/angular_velocity = 0.0 +29:106/0 = 0 +29:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:106/0/physics_layer_0/angular_velocity = 0.0 +30:106/0 = 0 +30:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:106/0/physics_layer_0/angular_velocity = 0.0 +31:106/0 = 0 +31:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:106/0/physics_layer_0/angular_velocity = 0.0 +32:106/0 = 0 +32:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:106/0/physics_layer_0/angular_velocity = 0.0 +33:106/0 = 0 +33:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:106/0/physics_layer_0/angular_velocity = 0.0 +34:106/0 = 0 +34:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:106/0/physics_layer_0/angular_velocity = 0.0 +35:106/0 = 0 +35:106/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:106/0/physics_layer_0/angular_velocity = 0.0 +0:107/0 = 0 +0:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:107/0/physics_layer_0/angular_velocity = 0.0 +1:107/0 = 0 +1:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:107/0/physics_layer_0/angular_velocity = 0.0 +3:107/0 = 0 +3:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:107/0/physics_layer_0/angular_velocity = 0.0 +5:107/0 = 0 +5:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:107/0/physics_layer_0/angular_velocity = 0.0 +6:107/0 = 0 +6:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:107/0/physics_layer_0/angular_velocity = 0.0 +8:107/0 = 0 +8:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:107/0/physics_layer_0/angular_velocity = 0.0 +10:107/0 = 0 +10:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:107/0/physics_layer_0/angular_velocity = 0.0 +11:107/0 = 0 +11:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:107/0/physics_layer_0/angular_velocity = 0.0 +12:107/0 = 0 +12:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:107/0/physics_layer_0/angular_velocity = 0.0 +13:107/0 = 0 +13:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:107/0/physics_layer_0/angular_velocity = 0.0 +14:107/0 = 0 +14:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:107/0/physics_layer_0/angular_velocity = 0.0 +15:107/0 = 0 +15:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:107/0/physics_layer_0/angular_velocity = 0.0 +16:107/0 = 0 +16:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:107/0/physics_layer_0/angular_velocity = 0.0 +17:107/0 = 0 +17:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:107/0/physics_layer_0/angular_velocity = 0.0 +18:107/0 = 0 +18:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:107/0/physics_layer_0/angular_velocity = 0.0 +19:107/0 = 0 +19:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:107/0/physics_layer_0/angular_velocity = 0.0 +20:107/0 = 0 +20:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:107/0/physics_layer_0/angular_velocity = 0.0 +21:107/0 = 0 +21:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:107/0/physics_layer_0/angular_velocity = 0.0 +22:107/0 = 0 +22:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:107/0/physics_layer_0/angular_velocity = 0.0 +23:107/0 = 0 +23:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:107/0/physics_layer_0/angular_velocity = 0.0 +24:107/0 = 0 +24:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:107/0/physics_layer_0/angular_velocity = 0.0 +25:107/0 = 0 +25:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:107/0/physics_layer_0/angular_velocity = 0.0 +26:107/0 = 0 +26:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:107/0/physics_layer_0/angular_velocity = 0.0 +27:107/0 = 0 +27:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:107/0/physics_layer_0/angular_velocity = 0.0 +28:107/0 = 0 +28:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:107/0/physics_layer_0/angular_velocity = 0.0 +29:107/0 = 0 +29:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:107/0/physics_layer_0/angular_velocity = 0.0 +30:107/0 = 0 +30:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:107/0/physics_layer_0/angular_velocity = 0.0 +31:107/0 = 0 +31:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:107/0/physics_layer_0/angular_velocity = 0.0 +32:107/0 = 0 +32:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:107/0/physics_layer_0/angular_velocity = 0.0 +33:107/0 = 0 +33:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:107/0/physics_layer_0/angular_velocity = 0.0 +34:107/0 = 0 +34:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:107/0/physics_layer_0/angular_velocity = 0.0 +35:107/0 = 0 +35:107/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:107/0/physics_layer_0/angular_velocity = 0.0 +0:108/0 = 0 +0:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:108/0/physics_layer_0/angular_velocity = 0.0 +1:108/0 = 0 +1:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:108/0/physics_layer_0/angular_velocity = 0.0 +2:108/0 = 0 +2:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:108/0/physics_layer_0/angular_velocity = 0.0 +3:108/0 = 0 +3:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:108/0/physics_layer_0/angular_velocity = 0.0 +4:108/0 = 0 +4:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:108/0/physics_layer_0/angular_velocity = 0.0 +5:108/0 = 0 +5:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:108/0/physics_layer_0/angular_velocity = 0.0 +6:108/0 = 0 +6:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:108/0/physics_layer_0/angular_velocity = 0.0 +7:108/0 = 0 +7:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:108/0/physics_layer_0/angular_velocity = 0.0 +8:108/0 = 0 +8:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:108/0/physics_layer_0/angular_velocity = 0.0 +9:108/0 = 0 +9:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:108/0/physics_layer_0/angular_velocity = 0.0 +10:108/0 = 0 +10:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:108/0/physics_layer_0/angular_velocity = 0.0 +11:108/0 = 0 +11:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:108/0/physics_layer_0/angular_velocity = 0.0 +12:108/0 = 0 +12:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:108/0/physics_layer_0/angular_velocity = 0.0 +13:108/0 = 0 +13:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:108/0/physics_layer_0/angular_velocity = 0.0 +14:108/0 = 0 +14:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:108/0/physics_layer_0/angular_velocity = 0.0 +15:108/0 = 0 +15:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:108/0/physics_layer_0/angular_velocity = 0.0 +16:108/0 = 0 +16:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:108/0/physics_layer_0/angular_velocity = 0.0 +17:108/0 = 0 +17:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:108/0/physics_layer_0/angular_velocity = 0.0 +18:108/0 = 0 +18:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:108/0/physics_layer_0/angular_velocity = 0.0 +19:108/0 = 0 +19:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:108/0/physics_layer_0/angular_velocity = 0.0 +20:108/0 = 0 +20:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:108/0/physics_layer_0/angular_velocity = 0.0 +21:108/0 = 0 +21:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:108/0/physics_layer_0/angular_velocity = 0.0 +22:108/0 = 0 +22:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:108/0/physics_layer_0/angular_velocity = 0.0 +23:108/0 = 0 +23:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:108/0/physics_layer_0/angular_velocity = 0.0 +24:108/0 = 0 +24:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:108/0/physics_layer_0/angular_velocity = 0.0 +25:108/0 = 0 +25:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:108/0/physics_layer_0/angular_velocity = 0.0 +26:108/0 = 0 +26:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:108/0/physics_layer_0/angular_velocity = 0.0 +27:108/0 = 0 +27:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:108/0/physics_layer_0/angular_velocity = 0.0 +28:108/0 = 0 +28:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:108/0/physics_layer_0/angular_velocity = 0.0 +29:108/0 = 0 +29:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:108/0/physics_layer_0/angular_velocity = 0.0 +30:108/0 = 0 +30:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:108/0/physics_layer_0/angular_velocity = 0.0 +31:108/0 = 0 +31:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:108/0/physics_layer_0/angular_velocity = 0.0 +32:108/0 = 0 +32:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:108/0/physics_layer_0/angular_velocity = 0.0 +33:108/0 = 0 +33:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:108/0/physics_layer_0/angular_velocity = 0.0 +34:108/0 = 0 +34:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:108/0/physics_layer_0/angular_velocity = 0.0 +35:108/0 = 0 +35:108/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:108/0/physics_layer_0/angular_velocity = 0.0 +0:109/0 = 0 +0:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:109/0/physics_layer_0/angular_velocity = 0.0 +1:109/0 = 0 +1:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:109/0/physics_layer_0/angular_velocity = 0.0 +2:109/0 = 0 +2:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:109/0/physics_layer_0/angular_velocity = 0.0 +3:109/0 = 0 +3:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:109/0/physics_layer_0/angular_velocity = 0.0 +4:109/0 = 0 +4:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:109/0/physics_layer_0/angular_velocity = 0.0 +5:109/0 = 0 +5:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:109/0/physics_layer_0/angular_velocity = 0.0 +6:109/0 = 0 +6:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:109/0/physics_layer_0/angular_velocity = 0.0 +7:109/0 = 0 +7:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:109/0/physics_layer_0/angular_velocity = 0.0 +8:109/0 = 0 +8:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:109/0/physics_layer_0/angular_velocity = 0.0 +9:109/0 = 0 +9:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:109/0/physics_layer_0/angular_velocity = 0.0 +10:109/0 = 0 +10:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:109/0/physics_layer_0/angular_velocity = 0.0 +11:109/0 = 0 +11:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:109/0/physics_layer_0/angular_velocity = 0.0 +12:109/0 = 0 +12:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:109/0/physics_layer_0/angular_velocity = 0.0 +13:109/0 = 0 +13:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:109/0/physics_layer_0/angular_velocity = 0.0 +14:109/0 = 0 +14:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:109/0/physics_layer_0/angular_velocity = 0.0 +15:109/0 = 0 +15:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:109/0/physics_layer_0/angular_velocity = 0.0 +16:109/0 = 0 +16:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:109/0/physics_layer_0/angular_velocity = 0.0 +17:109/0 = 0 +17:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:109/0/physics_layer_0/angular_velocity = 0.0 +18:109/0 = 0 +18:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:109/0/physics_layer_0/angular_velocity = 0.0 +19:109/0 = 0 +19:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:109/0/physics_layer_0/angular_velocity = 0.0 +20:109/0 = 0 +20:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:109/0/physics_layer_0/angular_velocity = 0.0 +21:109/0 = 0 +21:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:109/0/physics_layer_0/angular_velocity = 0.0 +22:109/0 = 0 +22:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:109/0/physics_layer_0/angular_velocity = 0.0 +23:109/0 = 0 +23:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:109/0/physics_layer_0/angular_velocity = 0.0 +24:109/0 = 0 +24:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:109/0/physics_layer_0/angular_velocity = 0.0 +25:109/0 = 0 +25:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:109/0/physics_layer_0/angular_velocity = 0.0 +26:109/0 = 0 +26:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:109/0/physics_layer_0/angular_velocity = 0.0 +27:109/0 = 0 +27:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:109/0/physics_layer_0/angular_velocity = 0.0 +28:109/0 = 0 +28:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:109/0/physics_layer_0/angular_velocity = 0.0 +29:109/0 = 0 +29:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:109/0/physics_layer_0/angular_velocity = 0.0 +30:109/0 = 0 +30:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:109/0/physics_layer_0/angular_velocity = 0.0 +31:109/0 = 0 +31:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:109/0/physics_layer_0/angular_velocity = 0.0 +32:109/0 = 0 +32:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:109/0/physics_layer_0/angular_velocity = 0.0 +33:109/0 = 0 +33:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:109/0/physics_layer_0/angular_velocity = 0.0 +34:109/0 = 0 +34:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:109/0/physics_layer_0/angular_velocity = 0.0 +35:109/0 = 0 +35:109/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:109/0/physics_layer_0/angular_velocity = 0.0 +0:110/0 = 0 +0:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:110/0/physics_layer_0/angular_velocity = 0.0 +1:110/0 = 0 +1:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:110/0/physics_layer_0/angular_velocity = 0.0 +2:110/0 = 0 +2:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:110/0/physics_layer_0/angular_velocity = 0.0 +3:110/0 = 0 +3:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:110/0/physics_layer_0/angular_velocity = 0.0 +4:110/0 = 0 +4:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:110/0/physics_layer_0/angular_velocity = 0.0 +5:110/0 = 0 +5:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:110/0/physics_layer_0/angular_velocity = 0.0 +6:110/0 = 0 +6:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:110/0/physics_layer_0/angular_velocity = 0.0 +7:110/0 = 0 +7:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:110/0/physics_layer_0/angular_velocity = 0.0 +8:110/0 = 0 +8:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:110/0/physics_layer_0/angular_velocity = 0.0 +9:110/0 = 0 +9:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:110/0/physics_layer_0/angular_velocity = 0.0 +10:110/0 = 0 +10:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:110/0/physics_layer_0/angular_velocity = 0.0 +11:110/0 = 0 +11:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:110/0/physics_layer_0/angular_velocity = 0.0 +12:110/0 = 0 +12:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:110/0/physics_layer_0/angular_velocity = 0.0 +13:110/0 = 0 +13:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:110/0/physics_layer_0/angular_velocity = 0.0 +14:110/0 = 0 +14:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:110/0/physics_layer_0/angular_velocity = 0.0 +15:110/0 = 0 +15:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:110/0/physics_layer_0/angular_velocity = 0.0 +16:110/0 = 0 +16:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:110/0/physics_layer_0/angular_velocity = 0.0 +17:110/0 = 0 +17:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:110/0/physics_layer_0/angular_velocity = 0.0 +18:110/0 = 0 +18:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:110/0/physics_layer_0/angular_velocity = 0.0 +19:110/0 = 0 +19:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:110/0/physics_layer_0/angular_velocity = 0.0 +20:110/0 = 0 +20:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:110/0/physics_layer_0/angular_velocity = 0.0 +21:110/0 = 0 +21:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:110/0/physics_layer_0/angular_velocity = 0.0 +22:110/0 = 0 +22:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:110/0/physics_layer_0/angular_velocity = 0.0 +23:110/0 = 0 +23:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:110/0/physics_layer_0/angular_velocity = 0.0 +24:110/0 = 0 +24:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:110/0/physics_layer_0/angular_velocity = 0.0 +25:110/0 = 0 +25:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:110/0/physics_layer_0/angular_velocity = 0.0 +26:110/0 = 0 +26:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:110/0/physics_layer_0/angular_velocity = 0.0 +27:110/0 = 0 +27:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:110/0/physics_layer_0/angular_velocity = 0.0 +28:110/0 = 0 +28:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:110/0/physics_layer_0/angular_velocity = 0.0 +29:110/0 = 0 +29:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:110/0/physics_layer_0/angular_velocity = 0.0 +30:110/0 = 0 +30:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:110/0/physics_layer_0/angular_velocity = 0.0 +31:110/0 = 0 +31:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:110/0/physics_layer_0/angular_velocity = 0.0 +32:110/0 = 0 +32:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:110/0/physics_layer_0/angular_velocity = 0.0 +33:110/0 = 0 +33:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:110/0/physics_layer_0/angular_velocity = 0.0 +34:110/0 = 0 +34:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:110/0/physics_layer_0/angular_velocity = 0.0 +35:110/0 = 0 +35:110/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:110/0/physics_layer_0/angular_velocity = 0.0 +0:111/0 = 0 +0:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:111/0/physics_layer_0/angular_velocity = 0.0 +1:111/0 = 0 +1:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:111/0/physics_layer_0/angular_velocity = 0.0 +2:111/0 = 0 +2:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:111/0/physics_layer_0/angular_velocity = 0.0 +3:111/0 = 0 +3:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:111/0/physics_layer_0/angular_velocity = 0.0 +4:111/0 = 0 +4:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:111/0/physics_layer_0/angular_velocity = 0.0 +5:111/0 = 0 +5:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:111/0/physics_layer_0/angular_velocity = 0.0 +6:111/0 = 0 +6:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:111/0/physics_layer_0/angular_velocity = 0.0 +7:111/0 = 0 +7:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:111/0/physics_layer_0/angular_velocity = 0.0 +8:111/0 = 0 +8:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:111/0/physics_layer_0/angular_velocity = 0.0 +9:111/0 = 0 +9:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:111/0/physics_layer_0/angular_velocity = 0.0 +10:111/0 = 0 +10:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:111/0/physics_layer_0/angular_velocity = 0.0 +11:111/0 = 0 +11:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:111/0/physics_layer_0/angular_velocity = 0.0 +12:111/0 = 0 +12:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:111/0/physics_layer_0/angular_velocity = 0.0 +13:111/0 = 0 +13:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:111/0/physics_layer_0/angular_velocity = 0.0 +14:111/0 = 0 +14:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:111/0/physics_layer_0/angular_velocity = 0.0 +15:111/0 = 0 +15:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:111/0/physics_layer_0/angular_velocity = 0.0 +16:111/0 = 0 +16:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:111/0/physics_layer_0/angular_velocity = 0.0 +17:111/0 = 0 +17:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:111/0/physics_layer_0/angular_velocity = 0.0 +18:111/0 = 0 +18:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:111/0/physics_layer_0/angular_velocity = 0.0 +19:111/0 = 0 +19:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:111/0/physics_layer_0/angular_velocity = 0.0 +20:111/0 = 0 +20:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:111/0/physics_layer_0/angular_velocity = 0.0 +21:111/0 = 0 +21:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:111/0/physics_layer_0/angular_velocity = 0.0 +22:111/0 = 0 +22:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:111/0/physics_layer_0/angular_velocity = 0.0 +23:111/0 = 0 +23:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:111/0/physics_layer_0/angular_velocity = 0.0 +24:111/0 = 0 +24:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:111/0/physics_layer_0/angular_velocity = 0.0 +25:111/0 = 0 +25:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:111/0/physics_layer_0/angular_velocity = 0.0 +26:111/0 = 0 +26:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:111/0/physics_layer_0/angular_velocity = 0.0 +27:111/0 = 0 +27:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:111/0/physics_layer_0/angular_velocity = 0.0 +28:111/0 = 0 +28:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:111/0/physics_layer_0/angular_velocity = 0.0 +29:111/0 = 0 +29:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:111/0/physics_layer_0/angular_velocity = 0.0 +30:111/0 = 0 +30:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:111/0/physics_layer_0/angular_velocity = 0.0 +31:111/0 = 0 +31:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:111/0/physics_layer_0/angular_velocity = 0.0 +32:111/0 = 0 +32:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:111/0/physics_layer_0/angular_velocity = 0.0 +33:111/0 = 0 +33:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:111/0/physics_layer_0/angular_velocity = 0.0 +34:111/0 = 0 +34:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:111/0/physics_layer_0/angular_velocity = 0.0 +35:111/0 = 0 +35:111/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:111/0/physics_layer_0/angular_velocity = 0.0 +0:112/0 = 0 +0:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:112/0/physics_layer_0/angular_velocity = 0.0 +1:112/0 = 0 +1:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:112/0/physics_layer_0/angular_velocity = 0.0 +2:112/0 = 0 +2:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:112/0/physics_layer_0/angular_velocity = 0.0 +3:112/0 = 0 +3:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:112/0/physics_layer_0/angular_velocity = 0.0 +4:112/0 = 0 +4:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:112/0/physics_layer_0/angular_velocity = 0.0 +5:112/0 = 0 +5:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:112/0/physics_layer_0/angular_velocity = 0.0 +6:112/0 = 0 +6:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:112/0/physics_layer_0/angular_velocity = 0.0 +7:112/0 = 0 +7:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:112/0/physics_layer_0/angular_velocity = 0.0 +8:112/0 = 0 +8:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:112/0/physics_layer_0/angular_velocity = 0.0 +9:112/0 = 0 +9:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:112/0/physics_layer_0/angular_velocity = 0.0 +10:112/0 = 0 +10:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:112/0/physics_layer_0/angular_velocity = 0.0 +11:112/0 = 0 +11:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:112/0/physics_layer_0/angular_velocity = 0.0 +12:112/0 = 0 +12:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:112/0/physics_layer_0/angular_velocity = 0.0 +13:112/0 = 0 +13:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:112/0/physics_layer_0/angular_velocity = 0.0 +14:112/0 = 0 +14:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:112/0/physics_layer_0/angular_velocity = 0.0 +15:112/0 = 0 +15:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:112/0/physics_layer_0/angular_velocity = 0.0 +16:112/0 = 0 +16:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:112/0/physics_layer_0/angular_velocity = 0.0 +17:112/0 = 0 +17:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:112/0/physics_layer_0/angular_velocity = 0.0 +18:112/0 = 0 +18:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:112/0/physics_layer_0/angular_velocity = 0.0 +19:112/0 = 0 +19:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:112/0/physics_layer_0/angular_velocity = 0.0 +20:112/0 = 0 +20:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:112/0/physics_layer_0/angular_velocity = 0.0 +21:112/0 = 0 +21:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:112/0/physics_layer_0/angular_velocity = 0.0 +22:112/0 = 0 +22:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:112/0/physics_layer_0/angular_velocity = 0.0 +23:112/0 = 0 +23:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:112/0/physics_layer_0/angular_velocity = 0.0 +24:112/0 = 0 +24:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:112/0/physics_layer_0/angular_velocity = 0.0 +25:112/0 = 0 +25:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:112/0/physics_layer_0/angular_velocity = 0.0 +26:112/0 = 0 +26:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:112/0/physics_layer_0/angular_velocity = 0.0 +27:112/0 = 0 +27:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:112/0/physics_layer_0/angular_velocity = 0.0 +28:112/0 = 0 +28:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:112/0/physics_layer_0/angular_velocity = 0.0 +29:112/0 = 0 +29:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:112/0/physics_layer_0/angular_velocity = 0.0 +30:112/0 = 0 +30:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:112/0/physics_layer_0/angular_velocity = 0.0 +31:112/0 = 0 +31:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:112/0/physics_layer_0/angular_velocity = 0.0 +32:112/0 = 0 +32:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:112/0/physics_layer_0/angular_velocity = 0.0 +33:112/0 = 0 +33:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:112/0/physics_layer_0/angular_velocity = 0.0 +34:112/0 = 0 +34:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:112/0/physics_layer_0/angular_velocity = 0.0 +35:112/0 = 0 +35:112/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:112/0/physics_layer_0/angular_velocity = 0.0 +0:113/0 = 0 +0:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:113/0/physics_layer_0/angular_velocity = 0.0 +1:113/0 = 0 +1:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:113/0/physics_layer_0/angular_velocity = 0.0 +2:113/0 = 0 +2:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:113/0/physics_layer_0/angular_velocity = 0.0 +3:113/0 = 0 +3:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:113/0/physics_layer_0/angular_velocity = 0.0 +4:113/0 = 0 +4:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:113/0/physics_layer_0/angular_velocity = 0.0 +5:113/0 = 0 +5:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:113/0/physics_layer_0/angular_velocity = 0.0 +6:113/0 = 0 +6:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:113/0/physics_layer_0/angular_velocity = 0.0 +7:113/0 = 0 +7:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:113/0/physics_layer_0/angular_velocity = 0.0 +8:113/0 = 0 +8:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:113/0/physics_layer_0/angular_velocity = 0.0 +9:113/0 = 0 +9:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:113/0/physics_layer_0/angular_velocity = 0.0 +10:113/0 = 0 +10:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:113/0/physics_layer_0/angular_velocity = 0.0 +11:113/0 = 0 +11:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:113/0/physics_layer_0/angular_velocity = 0.0 +12:113/0 = 0 +12:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:113/0/physics_layer_0/angular_velocity = 0.0 +13:113/0 = 0 +13:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:113/0/physics_layer_0/angular_velocity = 0.0 +14:113/0 = 0 +14:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:113/0/physics_layer_0/angular_velocity = 0.0 +15:113/0 = 0 +15:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:113/0/physics_layer_0/angular_velocity = 0.0 +16:113/0 = 0 +16:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:113/0/physics_layer_0/angular_velocity = 0.0 +17:113/0 = 0 +17:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:113/0/physics_layer_0/angular_velocity = 0.0 +18:113/0 = 0 +18:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:113/0/physics_layer_0/angular_velocity = 0.0 +19:113/0 = 0 +19:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:113/0/physics_layer_0/angular_velocity = 0.0 +20:113/0 = 0 +20:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:113/0/physics_layer_0/angular_velocity = 0.0 +21:113/0 = 0 +21:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:113/0/physics_layer_0/angular_velocity = 0.0 +22:113/0 = 0 +22:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:113/0/physics_layer_0/angular_velocity = 0.0 +23:113/0 = 0 +23:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:113/0/physics_layer_0/angular_velocity = 0.0 +24:113/0 = 0 +24:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:113/0/physics_layer_0/angular_velocity = 0.0 +25:113/0 = 0 +25:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:113/0/physics_layer_0/angular_velocity = 0.0 +26:113/0 = 0 +26:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:113/0/physics_layer_0/angular_velocity = 0.0 +27:113/0 = 0 +27:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:113/0/physics_layer_0/angular_velocity = 0.0 +28:113/0 = 0 +28:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:113/0/physics_layer_0/angular_velocity = 0.0 +29:113/0 = 0 +29:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:113/0/physics_layer_0/angular_velocity = 0.0 +30:113/0 = 0 +30:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:113/0/physics_layer_0/angular_velocity = 0.0 +31:113/0 = 0 +31:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:113/0/physics_layer_0/angular_velocity = 0.0 +32:113/0 = 0 +32:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:113/0/physics_layer_0/angular_velocity = 0.0 +33:113/0 = 0 +33:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:113/0/physics_layer_0/angular_velocity = 0.0 +34:113/0 = 0 +34:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:113/0/physics_layer_0/angular_velocity = 0.0 +35:113/0 = 0 +35:113/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:113/0/physics_layer_0/angular_velocity = 0.0 +0:114/0 = 0 +0:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:114/0/physics_layer_0/angular_velocity = 0.0 +1:114/0 = 0 +1:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:114/0/physics_layer_0/angular_velocity = 0.0 +2:114/0 = 0 +2:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:114/0/physics_layer_0/angular_velocity = 0.0 +3:114/0 = 0 +3:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:114/0/physics_layer_0/angular_velocity = 0.0 +4:114/0 = 0 +4:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:114/0/physics_layer_0/angular_velocity = 0.0 +5:114/0 = 0 +5:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:114/0/physics_layer_0/angular_velocity = 0.0 +6:114/0 = 0 +6:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:114/0/physics_layer_0/angular_velocity = 0.0 +7:114/0 = 0 +7:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:114/0/physics_layer_0/angular_velocity = 0.0 +8:114/0 = 0 +8:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:114/0/physics_layer_0/angular_velocity = 0.0 +9:114/0 = 0 +9:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:114/0/physics_layer_0/angular_velocity = 0.0 +10:114/0 = 0 +10:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:114/0/physics_layer_0/angular_velocity = 0.0 +11:114/0 = 0 +11:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:114/0/physics_layer_0/angular_velocity = 0.0 +12:114/0 = 0 +12:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:114/0/physics_layer_0/angular_velocity = 0.0 +13:114/0 = 0 +13:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:114/0/physics_layer_0/angular_velocity = 0.0 +14:114/0 = 0 +14:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:114/0/physics_layer_0/angular_velocity = 0.0 +15:114/0 = 0 +15:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:114/0/physics_layer_0/angular_velocity = 0.0 +16:114/0 = 0 +16:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:114/0/physics_layer_0/angular_velocity = 0.0 +17:114/0 = 0 +17:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:114/0/physics_layer_0/angular_velocity = 0.0 +18:114/0 = 0 +18:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:114/0/physics_layer_0/angular_velocity = 0.0 +19:114/0 = 0 +19:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:114/0/physics_layer_0/angular_velocity = 0.0 +20:114/0 = 0 +20:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:114/0/physics_layer_0/angular_velocity = 0.0 +21:114/0 = 0 +21:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:114/0/physics_layer_0/angular_velocity = 0.0 +22:114/0 = 0 +22:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:114/0/physics_layer_0/angular_velocity = 0.0 +23:114/0 = 0 +23:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:114/0/physics_layer_0/angular_velocity = 0.0 +24:114/0 = 0 +24:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:114/0/physics_layer_0/angular_velocity = 0.0 +25:114/0 = 0 +25:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:114/0/physics_layer_0/angular_velocity = 0.0 +26:114/0 = 0 +26:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:114/0/physics_layer_0/angular_velocity = 0.0 +27:114/0 = 0 +27:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:114/0/physics_layer_0/angular_velocity = 0.0 +28:114/0 = 0 +28:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:114/0/physics_layer_0/angular_velocity = 0.0 +29:114/0 = 0 +29:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:114/0/physics_layer_0/angular_velocity = 0.0 +30:114/0 = 0 +30:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:114/0/physics_layer_0/angular_velocity = 0.0 +31:114/0 = 0 +31:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:114/0/physics_layer_0/angular_velocity = 0.0 +32:114/0 = 0 +32:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:114/0/physics_layer_0/angular_velocity = 0.0 +33:114/0 = 0 +33:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:114/0/physics_layer_0/angular_velocity = 0.0 +34:114/0 = 0 +34:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:114/0/physics_layer_0/angular_velocity = 0.0 +35:114/0 = 0 +35:114/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:114/0/physics_layer_0/angular_velocity = 0.0 +0:115/0 = 0 +0:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:115/0/physics_layer_0/angular_velocity = 0.0 +1:115/0 = 0 +1:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:115/0/physics_layer_0/angular_velocity = 0.0 +2:115/0 = 0 +2:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:115/0/physics_layer_0/angular_velocity = 0.0 +3:115/0 = 0 +3:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:115/0/physics_layer_0/angular_velocity = 0.0 +4:115/0 = 0 +4:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:115/0/physics_layer_0/angular_velocity = 0.0 +5:115/0 = 0 +5:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:115/0/physics_layer_0/angular_velocity = 0.0 +6:115/0 = 0 +6:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:115/0/physics_layer_0/angular_velocity = 0.0 +7:115/0 = 0 +7:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:115/0/physics_layer_0/angular_velocity = 0.0 +8:115/0 = 0 +8:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:115/0/physics_layer_0/angular_velocity = 0.0 +9:115/0 = 0 +9:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:115/0/physics_layer_0/angular_velocity = 0.0 +10:115/0 = 0 +10:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:115/0/physics_layer_0/angular_velocity = 0.0 +11:115/0 = 0 +11:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:115/0/physics_layer_0/angular_velocity = 0.0 +12:115/0 = 0 +12:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:115/0/physics_layer_0/angular_velocity = 0.0 +13:115/0 = 0 +13:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:115/0/physics_layer_0/angular_velocity = 0.0 +14:115/0 = 0 +14:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:115/0/physics_layer_0/angular_velocity = 0.0 +15:115/0 = 0 +15:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:115/0/physics_layer_0/angular_velocity = 0.0 +16:115/0 = 0 +16:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:115/0/physics_layer_0/angular_velocity = 0.0 +17:115/0 = 0 +17:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:115/0/physics_layer_0/angular_velocity = 0.0 +18:115/0 = 0 +18:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:115/0/physics_layer_0/angular_velocity = 0.0 +19:115/0 = 0 +19:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:115/0/physics_layer_0/angular_velocity = 0.0 +20:115/0 = 0 +20:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:115/0/physics_layer_0/angular_velocity = 0.0 +21:115/0 = 0 +21:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:115/0/physics_layer_0/angular_velocity = 0.0 +22:115/0 = 0 +22:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:115/0/physics_layer_0/angular_velocity = 0.0 +23:115/0 = 0 +23:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:115/0/physics_layer_0/angular_velocity = 0.0 +24:115/0 = 0 +24:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:115/0/physics_layer_0/angular_velocity = 0.0 +25:115/0 = 0 +25:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:115/0/physics_layer_0/angular_velocity = 0.0 +26:115/0 = 0 +26:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:115/0/physics_layer_0/angular_velocity = 0.0 +27:115/0 = 0 +27:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:115/0/physics_layer_0/angular_velocity = 0.0 +28:115/0 = 0 +28:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:115/0/physics_layer_0/angular_velocity = 0.0 +29:115/0 = 0 +29:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:115/0/physics_layer_0/angular_velocity = 0.0 +30:115/0 = 0 +30:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:115/0/physics_layer_0/angular_velocity = 0.0 +31:115/0 = 0 +31:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:115/0/physics_layer_0/angular_velocity = 0.0 +32:115/0 = 0 +32:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:115/0/physics_layer_0/angular_velocity = 0.0 +33:115/0 = 0 +33:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:115/0/physics_layer_0/angular_velocity = 0.0 +34:115/0 = 0 +34:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:115/0/physics_layer_0/angular_velocity = 0.0 +35:115/0 = 0 +35:115/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:115/0/physics_layer_0/angular_velocity = 0.0 +0:116/0 = 0 +0:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:116/0/physics_layer_0/angular_velocity = 0.0 +1:116/0 = 0 +1:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:116/0/physics_layer_0/angular_velocity = 0.0 +2:116/0 = 0 +2:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:116/0/physics_layer_0/angular_velocity = 0.0 +3:116/0 = 0 +3:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:116/0/physics_layer_0/angular_velocity = 0.0 +4:116/0 = 0 +4:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:116/0/physics_layer_0/angular_velocity = 0.0 +5:116/0 = 0 +5:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:116/0/physics_layer_0/angular_velocity = 0.0 +6:116/0 = 0 +6:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:116/0/physics_layer_0/angular_velocity = 0.0 +7:116/0 = 0 +7:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:116/0/physics_layer_0/angular_velocity = 0.0 +8:116/0 = 0 +8:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:116/0/physics_layer_0/angular_velocity = 0.0 +9:116/0 = 0 +9:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:116/0/physics_layer_0/angular_velocity = 0.0 +10:116/0 = 0 +10:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:116/0/physics_layer_0/angular_velocity = 0.0 +11:116/0 = 0 +11:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:116/0/physics_layer_0/angular_velocity = 0.0 +12:116/0 = 0 +12:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:116/0/physics_layer_0/angular_velocity = 0.0 +13:116/0 = 0 +13:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:116/0/physics_layer_0/angular_velocity = 0.0 +14:116/0 = 0 +14:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:116/0/physics_layer_0/angular_velocity = 0.0 +15:116/0 = 0 +15:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:116/0/physics_layer_0/angular_velocity = 0.0 +16:116/0 = 0 +16:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:116/0/physics_layer_0/angular_velocity = 0.0 +17:116/0 = 0 +17:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:116/0/physics_layer_0/angular_velocity = 0.0 +18:116/0 = 0 +18:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:116/0/physics_layer_0/angular_velocity = 0.0 +19:116/0 = 0 +19:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:116/0/physics_layer_0/angular_velocity = 0.0 +20:116/0 = 0 +20:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:116/0/physics_layer_0/angular_velocity = 0.0 +21:116/0 = 0 +21:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:116/0/physics_layer_0/angular_velocity = 0.0 +22:116/0 = 0 +22:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:116/0/physics_layer_0/angular_velocity = 0.0 +23:116/0 = 0 +23:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:116/0/physics_layer_0/angular_velocity = 0.0 +24:116/0 = 0 +24:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:116/0/physics_layer_0/angular_velocity = 0.0 +25:116/0 = 0 +25:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:116/0/physics_layer_0/angular_velocity = 0.0 +26:116/0 = 0 +26:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:116/0/physics_layer_0/angular_velocity = 0.0 +27:116/0 = 0 +27:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:116/0/physics_layer_0/angular_velocity = 0.0 +28:116/0 = 0 +28:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:116/0/physics_layer_0/angular_velocity = 0.0 +29:116/0 = 0 +29:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:116/0/physics_layer_0/angular_velocity = 0.0 +30:116/0 = 0 +30:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:116/0/physics_layer_0/angular_velocity = 0.0 +31:116/0 = 0 +31:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:116/0/physics_layer_0/angular_velocity = 0.0 +32:116/0 = 0 +32:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:116/0/physics_layer_0/angular_velocity = 0.0 +33:116/0 = 0 +33:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:116/0/physics_layer_0/angular_velocity = 0.0 +34:116/0 = 0 +34:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:116/0/physics_layer_0/angular_velocity = 0.0 +35:116/0 = 0 +35:116/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:116/0/physics_layer_0/angular_velocity = 0.0 +0:117/0 = 0 +0:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:117/0/physics_layer_0/angular_velocity = 0.0 +1:117/0 = 0 +1:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:117/0/physics_layer_0/angular_velocity = 0.0 +2:117/0 = 0 +2:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:117/0/physics_layer_0/angular_velocity = 0.0 +3:117/0 = 0 +3:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:117/0/physics_layer_0/angular_velocity = 0.0 +4:117/0 = 0 +4:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:117/0/physics_layer_0/angular_velocity = 0.0 +5:117/0 = 0 +5:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:117/0/physics_layer_0/angular_velocity = 0.0 +6:117/0 = 0 +6:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:117/0/physics_layer_0/angular_velocity = 0.0 +7:117/0 = 0 +7:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:117/0/physics_layer_0/angular_velocity = 0.0 +8:117/0 = 0 +8:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:117/0/physics_layer_0/angular_velocity = 0.0 +9:117/0 = 0 +9:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:117/0/physics_layer_0/angular_velocity = 0.0 +10:117/0 = 0 +10:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:117/0/physics_layer_0/angular_velocity = 0.0 +11:117/0 = 0 +11:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:117/0/physics_layer_0/angular_velocity = 0.0 +12:117/0 = 0 +12:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:117/0/physics_layer_0/angular_velocity = 0.0 +13:117/0 = 0 +13:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:117/0/physics_layer_0/angular_velocity = 0.0 +14:117/0 = 0 +14:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:117/0/physics_layer_0/angular_velocity = 0.0 +15:117/0 = 0 +15:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:117/0/physics_layer_0/angular_velocity = 0.0 +16:117/0 = 0 +16:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:117/0/physics_layer_0/angular_velocity = 0.0 +17:117/0 = 0 +17:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:117/0/physics_layer_0/angular_velocity = 0.0 +18:117/0 = 0 +18:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:117/0/physics_layer_0/angular_velocity = 0.0 +19:117/0 = 0 +19:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:117/0/physics_layer_0/angular_velocity = 0.0 +20:117/0 = 0 +20:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:117/0/physics_layer_0/angular_velocity = 0.0 +21:117/0 = 0 +21:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:117/0/physics_layer_0/angular_velocity = 0.0 +22:117/0 = 0 +22:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:117/0/physics_layer_0/angular_velocity = 0.0 +23:117/0 = 0 +23:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:117/0/physics_layer_0/angular_velocity = 0.0 +24:117/0 = 0 +24:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:117/0/physics_layer_0/angular_velocity = 0.0 +25:117/0 = 0 +25:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:117/0/physics_layer_0/angular_velocity = 0.0 +26:117/0 = 0 +26:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:117/0/physics_layer_0/angular_velocity = 0.0 +27:117/0 = 0 +27:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:117/0/physics_layer_0/angular_velocity = 0.0 +28:117/0 = 0 +28:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:117/0/physics_layer_0/angular_velocity = 0.0 +29:117/0 = 0 +29:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:117/0/physics_layer_0/angular_velocity = 0.0 +30:117/0 = 0 +30:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:117/0/physics_layer_0/angular_velocity = 0.0 +31:117/0 = 0 +31:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:117/0/physics_layer_0/angular_velocity = 0.0 +32:117/0 = 0 +32:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:117/0/physics_layer_0/angular_velocity = 0.0 +33:117/0 = 0 +33:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:117/0/physics_layer_0/angular_velocity = 0.0 +34:117/0 = 0 +34:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:117/0/physics_layer_0/angular_velocity = 0.0 +35:117/0 = 0 +35:117/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:117/0/physics_layer_0/angular_velocity = 0.0 +0:118/0 = 0 +0:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:118/0/physics_layer_0/angular_velocity = 0.0 +1:118/0 = 0 +1:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:118/0/physics_layer_0/angular_velocity = 0.0 +2:118/0 = 0 +2:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:118/0/physics_layer_0/angular_velocity = 0.0 +3:118/0 = 0 +3:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:118/0/physics_layer_0/angular_velocity = 0.0 +4:118/0 = 0 +4:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:118/0/physics_layer_0/angular_velocity = 0.0 +5:118/0 = 0 +5:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:118/0/physics_layer_0/angular_velocity = 0.0 +6:118/0 = 0 +6:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:118/0/physics_layer_0/angular_velocity = 0.0 +7:118/0 = 0 +7:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:118/0/physics_layer_0/angular_velocity = 0.0 +8:118/0 = 0 +8:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:118/0/physics_layer_0/angular_velocity = 0.0 +9:118/0 = 0 +9:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:118/0/physics_layer_0/angular_velocity = 0.0 +10:118/0 = 0 +10:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:118/0/physics_layer_0/angular_velocity = 0.0 +11:118/0 = 0 +11:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:118/0/physics_layer_0/angular_velocity = 0.0 +12:118/0 = 0 +12:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:118/0/physics_layer_0/angular_velocity = 0.0 +13:118/0 = 0 +13:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:118/0/physics_layer_0/angular_velocity = 0.0 +14:118/0 = 0 +14:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:118/0/physics_layer_0/angular_velocity = 0.0 +15:118/0 = 0 +15:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:118/0/physics_layer_0/angular_velocity = 0.0 +16:118/0 = 0 +16:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:118/0/physics_layer_0/angular_velocity = 0.0 +17:118/0 = 0 +17:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:118/0/physics_layer_0/angular_velocity = 0.0 +18:118/0 = 0 +18:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:118/0/physics_layer_0/angular_velocity = 0.0 +19:118/0 = 0 +19:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:118/0/physics_layer_0/angular_velocity = 0.0 +20:118/0 = 0 +20:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:118/0/physics_layer_0/angular_velocity = 0.0 +21:118/0 = 0 +21:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:118/0/physics_layer_0/angular_velocity = 0.0 +22:118/0 = 0 +22:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:118/0/physics_layer_0/angular_velocity = 0.0 +23:118/0 = 0 +23:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:118/0/physics_layer_0/angular_velocity = 0.0 +24:118/0 = 0 +24:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:118/0/physics_layer_0/angular_velocity = 0.0 +25:118/0 = 0 +25:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:118/0/physics_layer_0/angular_velocity = 0.0 +26:118/0 = 0 +26:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:118/0/physics_layer_0/angular_velocity = 0.0 +27:118/0 = 0 +27:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:118/0/physics_layer_0/angular_velocity = 0.0 +28:118/0 = 0 +28:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:118/0/physics_layer_0/angular_velocity = 0.0 +29:118/0 = 0 +29:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:118/0/physics_layer_0/angular_velocity = 0.0 +30:118/0 = 0 +30:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:118/0/physics_layer_0/angular_velocity = 0.0 +31:118/0 = 0 +31:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:118/0/physics_layer_0/angular_velocity = 0.0 +32:118/0 = 0 +32:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:118/0/physics_layer_0/angular_velocity = 0.0 +33:118/0 = 0 +33:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:118/0/physics_layer_0/angular_velocity = 0.0 +34:118/0 = 0 +34:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:118/0/physics_layer_0/angular_velocity = 0.0 +35:118/0 = 0 +35:118/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:118/0/physics_layer_0/angular_velocity = 0.0 +0:119/0 = 0 +0:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:119/0/physics_layer_0/angular_velocity = 0.0 +1:119/0 = 0 +1:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:119/0/physics_layer_0/angular_velocity = 0.0 +2:119/0 = 0 +2:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:119/0/physics_layer_0/angular_velocity = 0.0 +3:119/0 = 0 +3:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:119/0/physics_layer_0/angular_velocity = 0.0 +4:119/0 = 0 +4:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:119/0/physics_layer_0/angular_velocity = 0.0 +5:119/0 = 0 +5:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:119/0/physics_layer_0/angular_velocity = 0.0 +6:119/0 = 0 +6:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:119/0/physics_layer_0/angular_velocity = 0.0 +7:119/0 = 0 +7:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:119/0/physics_layer_0/angular_velocity = 0.0 +8:119/0 = 0 +8:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:119/0/physics_layer_0/angular_velocity = 0.0 +9:119/0 = 0 +9:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:119/0/physics_layer_0/angular_velocity = 0.0 +10:119/0 = 0 +10:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:119/0/physics_layer_0/angular_velocity = 0.0 +11:119/0 = 0 +11:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:119/0/physics_layer_0/angular_velocity = 0.0 +12:119/0 = 0 +12:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:119/0/physics_layer_0/angular_velocity = 0.0 +13:119/0 = 0 +13:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:119/0/physics_layer_0/angular_velocity = 0.0 +14:119/0 = 0 +14:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:119/0/physics_layer_0/angular_velocity = 0.0 +15:119/0 = 0 +15:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:119/0/physics_layer_0/angular_velocity = 0.0 +16:119/0 = 0 +16:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:119/0/physics_layer_0/angular_velocity = 0.0 +17:119/0 = 0 +17:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:119/0/physics_layer_0/angular_velocity = 0.0 +18:119/0 = 0 +18:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:119/0/physics_layer_0/angular_velocity = 0.0 +19:119/0 = 0 +19:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:119/0/physics_layer_0/angular_velocity = 0.0 +20:119/0 = 0 +20:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:119/0/physics_layer_0/angular_velocity = 0.0 +21:119/0 = 0 +21:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:119/0/physics_layer_0/angular_velocity = 0.0 +22:119/0 = 0 +22:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:119/0/physics_layer_0/angular_velocity = 0.0 +23:119/0 = 0 +23:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:119/0/physics_layer_0/angular_velocity = 0.0 +24:119/0 = 0 +24:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:119/0/physics_layer_0/angular_velocity = 0.0 +25:119/0 = 0 +25:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:119/0/physics_layer_0/angular_velocity = 0.0 +26:119/0 = 0 +26:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:119/0/physics_layer_0/angular_velocity = 0.0 +27:119/0 = 0 +27:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:119/0/physics_layer_0/angular_velocity = 0.0 +28:119/0 = 0 +28:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:119/0/physics_layer_0/angular_velocity = 0.0 +29:119/0 = 0 +29:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:119/0/physics_layer_0/angular_velocity = 0.0 +30:119/0 = 0 +30:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:119/0/physics_layer_0/angular_velocity = 0.0 +31:119/0 = 0 +31:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:119/0/physics_layer_0/angular_velocity = 0.0 +32:119/0 = 0 +32:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:119/0/physics_layer_0/angular_velocity = 0.0 +33:119/0 = 0 +33:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:119/0/physics_layer_0/angular_velocity = 0.0 +34:119/0 = 0 +34:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:119/0/physics_layer_0/angular_velocity = 0.0 +35:119/0 = 0 +35:119/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:119/0/physics_layer_0/angular_velocity = 0.0 +0:120/0 = 0 +0:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:120/0/physics_layer_0/angular_velocity = 0.0 +1:120/0 = 0 +1:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:120/0/physics_layer_0/angular_velocity = 0.0 +2:120/0 = 0 +2:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:120/0/physics_layer_0/angular_velocity = 0.0 +3:120/0 = 0 +3:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:120/0/physics_layer_0/angular_velocity = 0.0 +4:120/0 = 0 +4:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:120/0/physics_layer_0/angular_velocity = 0.0 +5:120/0 = 0 +5:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:120/0/physics_layer_0/angular_velocity = 0.0 +6:120/0 = 0 +6:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:120/0/physics_layer_0/angular_velocity = 0.0 +7:120/0 = 0 +7:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:120/0/physics_layer_0/angular_velocity = 0.0 +8:120/0 = 0 +8:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:120/0/physics_layer_0/angular_velocity = 0.0 +9:120/0 = 0 +9:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:120/0/physics_layer_0/angular_velocity = 0.0 +10:120/0 = 0 +10:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:120/0/physics_layer_0/angular_velocity = 0.0 +11:120/0 = 0 +11:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:120/0/physics_layer_0/angular_velocity = 0.0 +12:120/0 = 0 +12:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:120/0/physics_layer_0/angular_velocity = 0.0 +13:120/0 = 0 +13:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:120/0/physics_layer_0/angular_velocity = 0.0 +14:120/0 = 0 +14:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:120/0/physics_layer_0/angular_velocity = 0.0 +15:120/0 = 0 +15:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:120/0/physics_layer_0/angular_velocity = 0.0 +16:120/0 = 0 +16:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:120/0/physics_layer_0/angular_velocity = 0.0 +17:120/0 = 0 +17:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:120/0/physics_layer_0/angular_velocity = 0.0 +18:120/0 = 0 +18:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:120/0/physics_layer_0/angular_velocity = 0.0 +19:120/0 = 0 +19:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:120/0/physics_layer_0/angular_velocity = 0.0 +20:120/0 = 0 +20:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:120/0/physics_layer_0/angular_velocity = 0.0 +21:120/0 = 0 +21:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:120/0/physics_layer_0/angular_velocity = 0.0 +22:120/0 = 0 +22:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:120/0/physics_layer_0/angular_velocity = 0.0 +23:120/0 = 0 +23:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:120/0/physics_layer_0/angular_velocity = 0.0 +24:120/0 = 0 +24:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:120/0/physics_layer_0/angular_velocity = 0.0 +25:120/0 = 0 +25:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:120/0/physics_layer_0/angular_velocity = 0.0 +26:120/0 = 0 +26:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:120/0/physics_layer_0/angular_velocity = 0.0 +27:120/0 = 0 +27:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:120/0/physics_layer_0/angular_velocity = 0.0 +28:120/0 = 0 +28:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:120/0/physics_layer_0/angular_velocity = 0.0 +29:120/0 = 0 +29:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:120/0/physics_layer_0/angular_velocity = 0.0 +30:120/0 = 0 +30:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:120/0/physics_layer_0/angular_velocity = 0.0 +31:120/0 = 0 +31:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:120/0/physics_layer_0/angular_velocity = 0.0 +32:120/0 = 0 +32:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:120/0/physics_layer_0/angular_velocity = 0.0 +33:120/0 = 0 +33:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:120/0/physics_layer_0/angular_velocity = 0.0 +34:120/0 = 0 +34:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:120/0/physics_layer_0/angular_velocity = 0.0 +35:120/0 = 0 +35:120/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:120/0/physics_layer_0/angular_velocity = 0.0 +0:121/0 = 0 +0:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:121/0/physics_layer_0/angular_velocity = 0.0 +1:121/0 = 0 +1:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:121/0/physics_layer_0/angular_velocity = 0.0 +2:121/0 = 0 +2:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:121/0/physics_layer_0/angular_velocity = 0.0 +3:121/0 = 0 +3:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:121/0/physics_layer_0/angular_velocity = 0.0 +4:121/0 = 0 +4:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:121/0/physics_layer_0/angular_velocity = 0.0 +5:121/0 = 0 +5:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:121/0/physics_layer_0/angular_velocity = 0.0 +6:121/0 = 0 +6:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:121/0/physics_layer_0/angular_velocity = 0.0 +7:121/0 = 0 +7:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:121/0/physics_layer_0/angular_velocity = 0.0 +8:121/0 = 0 +8:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:121/0/physics_layer_0/angular_velocity = 0.0 +9:121/0 = 0 +9:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:121/0/physics_layer_0/angular_velocity = 0.0 +10:121/0 = 0 +10:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:121/0/physics_layer_0/angular_velocity = 0.0 +11:121/0 = 0 +11:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:121/0/physics_layer_0/angular_velocity = 0.0 +12:121/0 = 0 +12:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:121/0/physics_layer_0/angular_velocity = 0.0 +13:121/0 = 0 +13:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:121/0/physics_layer_0/angular_velocity = 0.0 +14:121/0 = 0 +14:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:121/0/physics_layer_0/angular_velocity = 0.0 +15:121/0 = 0 +15:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:121/0/physics_layer_0/angular_velocity = 0.0 +16:121/0 = 0 +16:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:121/0/physics_layer_0/angular_velocity = 0.0 +17:121/0 = 0 +17:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:121/0/physics_layer_0/angular_velocity = 0.0 +18:121/0 = 0 +18:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:121/0/physics_layer_0/angular_velocity = 0.0 +19:121/0 = 0 +19:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:121/0/physics_layer_0/angular_velocity = 0.0 +20:121/0 = 0 +20:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:121/0/physics_layer_0/angular_velocity = 0.0 +21:121/0 = 0 +21:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:121/0/physics_layer_0/angular_velocity = 0.0 +22:121/0 = 0 +22:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:121/0/physics_layer_0/angular_velocity = 0.0 +23:121/0 = 0 +23:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:121/0/physics_layer_0/angular_velocity = 0.0 +24:121/0 = 0 +24:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:121/0/physics_layer_0/angular_velocity = 0.0 +25:121/0 = 0 +25:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:121/0/physics_layer_0/angular_velocity = 0.0 +26:121/0 = 0 +26:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:121/0/physics_layer_0/angular_velocity = 0.0 +27:121/0 = 0 +27:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:121/0/physics_layer_0/angular_velocity = 0.0 +28:121/0 = 0 +28:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:121/0/physics_layer_0/angular_velocity = 0.0 +29:121/0 = 0 +29:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:121/0/physics_layer_0/angular_velocity = 0.0 +30:121/0 = 0 +30:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:121/0/physics_layer_0/angular_velocity = 0.0 +31:121/0 = 0 +31:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:121/0/physics_layer_0/angular_velocity = 0.0 +32:121/0 = 0 +32:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:121/0/physics_layer_0/angular_velocity = 0.0 +33:121/0 = 0 +33:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:121/0/physics_layer_0/angular_velocity = 0.0 +34:121/0 = 0 +34:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:121/0/physics_layer_0/angular_velocity = 0.0 +35:121/0 = 0 +35:121/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:121/0/physics_layer_0/angular_velocity = 0.0 +0:122/0 = 0 +0:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:122/0/physics_layer_0/angular_velocity = 0.0 +1:122/0 = 0 +1:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:122/0/physics_layer_0/angular_velocity = 0.0 +2:122/0 = 0 +2:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:122/0/physics_layer_0/angular_velocity = 0.0 +3:122/0 = 0 +3:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:122/0/physics_layer_0/angular_velocity = 0.0 +4:122/0 = 0 +4:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:122/0/physics_layer_0/angular_velocity = 0.0 +5:122/0 = 0 +5:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:122/0/physics_layer_0/angular_velocity = 0.0 +6:122/0 = 0 +6:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:122/0/physics_layer_0/angular_velocity = 0.0 +7:122/0 = 0 +7:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:122/0/physics_layer_0/angular_velocity = 0.0 +8:122/0 = 0 +8:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:122/0/physics_layer_0/angular_velocity = 0.0 +9:122/0 = 0 +9:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:122/0/physics_layer_0/angular_velocity = 0.0 +10:122/0 = 0 +10:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:122/0/physics_layer_0/angular_velocity = 0.0 +11:122/0 = 0 +11:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:122/0/physics_layer_0/angular_velocity = 0.0 +12:122/0 = 0 +12:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:122/0/physics_layer_0/angular_velocity = 0.0 +13:122/0 = 0 +13:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:122/0/physics_layer_0/angular_velocity = 0.0 +14:122/0 = 0 +14:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:122/0/physics_layer_0/angular_velocity = 0.0 +15:122/0 = 0 +15:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:122/0/physics_layer_0/angular_velocity = 0.0 +16:122/0 = 0 +16:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:122/0/physics_layer_0/angular_velocity = 0.0 +17:122/0 = 0 +17:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:122/0/physics_layer_0/angular_velocity = 0.0 +18:122/0 = 0 +18:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:122/0/physics_layer_0/angular_velocity = 0.0 +19:122/0 = 0 +19:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:122/0/physics_layer_0/angular_velocity = 0.0 +20:122/0 = 0 +20:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:122/0/physics_layer_0/angular_velocity = 0.0 +21:122/0 = 0 +21:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:122/0/physics_layer_0/angular_velocity = 0.0 +22:122/0 = 0 +22:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:122/0/physics_layer_0/angular_velocity = 0.0 +23:122/0 = 0 +23:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:122/0/physics_layer_0/angular_velocity = 0.0 +24:122/0 = 0 +24:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:122/0/physics_layer_0/angular_velocity = 0.0 +25:122/0 = 0 +25:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:122/0/physics_layer_0/angular_velocity = 0.0 +26:122/0 = 0 +26:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:122/0/physics_layer_0/angular_velocity = 0.0 +27:122/0 = 0 +27:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:122/0/physics_layer_0/angular_velocity = 0.0 +28:122/0 = 0 +28:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:122/0/physics_layer_0/angular_velocity = 0.0 +29:122/0 = 0 +29:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:122/0/physics_layer_0/angular_velocity = 0.0 +30:122/0 = 0 +30:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:122/0/physics_layer_0/angular_velocity = 0.0 +31:122/0 = 0 +31:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:122/0/physics_layer_0/angular_velocity = 0.0 +32:122/0 = 0 +32:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:122/0/physics_layer_0/angular_velocity = 0.0 +33:122/0 = 0 +33:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:122/0/physics_layer_0/angular_velocity = 0.0 +34:122/0 = 0 +34:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:122/0/physics_layer_0/angular_velocity = 0.0 +35:122/0 = 0 +35:122/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:122/0/physics_layer_0/angular_velocity = 0.0 +0:123/0 = 0 +0:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:123/0/physics_layer_0/angular_velocity = 0.0 +1:123/0 = 0 +1:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:123/0/physics_layer_0/angular_velocity = 0.0 +2:123/0 = 0 +2:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:123/0/physics_layer_0/angular_velocity = 0.0 +3:123/0 = 0 +3:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:123/0/physics_layer_0/angular_velocity = 0.0 +4:123/0 = 0 +4:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:123/0/physics_layer_0/angular_velocity = 0.0 +5:123/0 = 0 +5:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:123/0/physics_layer_0/angular_velocity = 0.0 +6:123/0 = 0 +6:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:123/0/physics_layer_0/angular_velocity = 0.0 +7:123/0 = 0 +7:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:123/0/physics_layer_0/angular_velocity = 0.0 +8:123/0 = 0 +8:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:123/0/physics_layer_0/angular_velocity = 0.0 +9:123/0 = 0 +9:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:123/0/physics_layer_0/angular_velocity = 0.0 +10:123/0 = 0 +10:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:123/0/physics_layer_0/angular_velocity = 0.0 +11:123/0 = 0 +11:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:123/0/physics_layer_0/angular_velocity = 0.0 +12:123/0 = 0 +12:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:123/0/physics_layer_0/angular_velocity = 0.0 +13:123/0 = 0 +13:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:123/0/physics_layer_0/angular_velocity = 0.0 +14:123/0 = 0 +14:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:123/0/physics_layer_0/angular_velocity = 0.0 +15:123/0 = 0 +15:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:123/0/physics_layer_0/angular_velocity = 0.0 +16:123/0 = 0 +16:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:123/0/physics_layer_0/angular_velocity = 0.0 +17:123/0 = 0 +17:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:123/0/physics_layer_0/angular_velocity = 0.0 +18:123/0 = 0 +18:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:123/0/physics_layer_0/angular_velocity = 0.0 +19:123/0 = 0 +19:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:123/0/physics_layer_0/angular_velocity = 0.0 +20:123/0 = 0 +20:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:123/0/physics_layer_0/angular_velocity = 0.0 +21:123/0 = 0 +21:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:123/0/physics_layer_0/angular_velocity = 0.0 +22:123/0 = 0 +22:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:123/0/physics_layer_0/angular_velocity = 0.0 +23:123/0 = 0 +23:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:123/0/physics_layer_0/angular_velocity = 0.0 +24:123/0 = 0 +24:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:123/0/physics_layer_0/angular_velocity = 0.0 +25:123/0 = 0 +25:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:123/0/physics_layer_0/angular_velocity = 0.0 +26:123/0 = 0 +26:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:123/0/physics_layer_0/angular_velocity = 0.0 +27:123/0 = 0 +27:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:123/0/physics_layer_0/angular_velocity = 0.0 +28:123/0 = 0 +28:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:123/0/physics_layer_0/angular_velocity = 0.0 +29:123/0 = 0 +29:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:123/0/physics_layer_0/angular_velocity = 0.0 +30:123/0 = 0 +30:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:123/0/physics_layer_0/angular_velocity = 0.0 +31:123/0 = 0 +31:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:123/0/physics_layer_0/angular_velocity = 0.0 +32:123/0 = 0 +32:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:123/0/physics_layer_0/angular_velocity = 0.0 +33:123/0 = 0 +33:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:123/0/physics_layer_0/angular_velocity = 0.0 +34:123/0 = 0 +34:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:123/0/physics_layer_0/angular_velocity = 0.0 +35:123/0 = 0 +35:123/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:123/0/physics_layer_0/angular_velocity = 0.0 +0:124/0 = 0 +0:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:124/0/physics_layer_0/angular_velocity = 0.0 +1:124/0 = 0 +1:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:124/0/physics_layer_0/angular_velocity = 0.0 +2:124/0 = 0 +2:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:124/0/physics_layer_0/angular_velocity = 0.0 +3:124/0 = 0 +3:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:124/0/physics_layer_0/angular_velocity = 0.0 +4:124/0 = 0 +4:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:124/0/physics_layer_0/angular_velocity = 0.0 +5:124/0 = 0 +5:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:124/0/physics_layer_0/angular_velocity = 0.0 +6:124/0 = 0 +6:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:124/0/physics_layer_0/angular_velocity = 0.0 +7:124/0 = 0 +7:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:124/0/physics_layer_0/angular_velocity = 0.0 +8:124/0 = 0 +8:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:124/0/physics_layer_0/angular_velocity = 0.0 +9:124/0 = 0 +9:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:124/0/physics_layer_0/angular_velocity = 0.0 +10:124/0 = 0 +10:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:124/0/physics_layer_0/angular_velocity = 0.0 +11:124/0 = 0 +11:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:124/0/physics_layer_0/angular_velocity = 0.0 +12:124/0 = 0 +12:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:124/0/physics_layer_0/angular_velocity = 0.0 +13:124/0 = 0 +13:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:124/0/physics_layer_0/angular_velocity = 0.0 +14:124/0 = 0 +14:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:124/0/physics_layer_0/angular_velocity = 0.0 +15:124/0 = 0 +15:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:124/0/physics_layer_0/angular_velocity = 0.0 +16:124/0 = 0 +16:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:124/0/physics_layer_0/angular_velocity = 0.0 +17:124/0 = 0 +17:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:124/0/physics_layer_0/angular_velocity = 0.0 +18:124/0 = 0 +18:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:124/0/physics_layer_0/angular_velocity = 0.0 +19:124/0 = 0 +19:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:124/0/physics_layer_0/angular_velocity = 0.0 +20:124/0 = 0 +20:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:124/0/physics_layer_0/angular_velocity = 0.0 +21:124/0 = 0 +21:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:124/0/physics_layer_0/angular_velocity = 0.0 +22:124/0 = 0 +22:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:124/0/physics_layer_0/angular_velocity = 0.0 +23:124/0 = 0 +23:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:124/0/physics_layer_0/angular_velocity = 0.0 +24:124/0 = 0 +24:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:124/0/physics_layer_0/angular_velocity = 0.0 +25:124/0 = 0 +25:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:124/0/physics_layer_0/angular_velocity = 0.0 +26:124/0 = 0 +26:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:124/0/physics_layer_0/angular_velocity = 0.0 +27:124/0 = 0 +27:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:124/0/physics_layer_0/angular_velocity = 0.0 +28:124/0 = 0 +28:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:124/0/physics_layer_0/angular_velocity = 0.0 +29:124/0 = 0 +29:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:124/0/physics_layer_0/angular_velocity = 0.0 +30:124/0 = 0 +30:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:124/0/physics_layer_0/angular_velocity = 0.0 +31:124/0 = 0 +31:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:124/0/physics_layer_0/angular_velocity = 0.0 +32:124/0 = 0 +32:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:124/0/physics_layer_0/angular_velocity = 0.0 +33:124/0 = 0 +33:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:124/0/physics_layer_0/angular_velocity = 0.0 +34:124/0 = 0 +34:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:124/0/physics_layer_0/angular_velocity = 0.0 +35:124/0 = 0 +35:124/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:124/0/physics_layer_0/angular_velocity = 0.0 +0:125/0 = 0 +0:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:125/0/physics_layer_0/angular_velocity = 0.0 +1:125/0 = 0 +1:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:125/0/physics_layer_0/angular_velocity = 0.0 +2:125/0 = 0 +2:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:125/0/physics_layer_0/angular_velocity = 0.0 +3:125/0 = 0 +3:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:125/0/physics_layer_0/angular_velocity = 0.0 +4:125/0 = 0 +4:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:125/0/physics_layer_0/angular_velocity = 0.0 +5:125/0 = 0 +5:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:125/0/physics_layer_0/angular_velocity = 0.0 +6:125/0 = 0 +6:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:125/0/physics_layer_0/angular_velocity = 0.0 +7:125/0 = 0 +7:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:125/0/physics_layer_0/angular_velocity = 0.0 +8:125/0 = 0 +8:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:125/0/physics_layer_0/angular_velocity = 0.0 +9:125/0 = 0 +9:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:125/0/physics_layer_0/angular_velocity = 0.0 +10:125/0 = 0 +10:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:125/0/physics_layer_0/angular_velocity = 0.0 +11:125/0 = 0 +11:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:125/0/physics_layer_0/angular_velocity = 0.0 +12:125/0 = 0 +12:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:125/0/physics_layer_0/angular_velocity = 0.0 +13:125/0 = 0 +13:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:125/0/physics_layer_0/angular_velocity = 0.0 +14:125/0 = 0 +14:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:125/0/physics_layer_0/angular_velocity = 0.0 +15:125/0 = 0 +15:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:125/0/physics_layer_0/angular_velocity = 0.0 +16:125/0 = 0 +16:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:125/0/physics_layer_0/angular_velocity = 0.0 +17:125/0 = 0 +17:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:125/0/physics_layer_0/angular_velocity = 0.0 +18:125/0 = 0 +18:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:125/0/physics_layer_0/angular_velocity = 0.0 +19:125/0 = 0 +19:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:125/0/physics_layer_0/angular_velocity = 0.0 +20:125/0 = 0 +20:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:125/0/physics_layer_0/angular_velocity = 0.0 +21:125/0 = 0 +21:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:125/0/physics_layer_0/angular_velocity = 0.0 +22:125/0 = 0 +22:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:125/0/physics_layer_0/angular_velocity = 0.0 +23:125/0 = 0 +23:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:125/0/physics_layer_0/angular_velocity = 0.0 +24:125/0 = 0 +24:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:125/0/physics_layer_0/angular_velocity = 0.0 +25:125/0 = 0 +25:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:125/0/physics_layer_0/angular_velocity = 0.0 +26:125/0 = 0 +26:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:125/0/physics_layer_0/angular_velocity = 0.0 +27:125/0 = 0 +27:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:125/0/physics_layer_0/angular_velocity = 0.0 +28:125/0 = 0 +28:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:125/0/physics_layer_0/angular_velocity = 0.0 +29:125/0 = 0 +29:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:125/0/physics_layer_0/angular_velocity = 0.0 +30:125/0 = 0 +30:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:125/0/physics_layer_0/angular_velocity = 0.0 +31:125/0 = 0 +31:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:125/0/physics_layer_0/angular_velocity = 0.0 +32:125/0 = 0 +32:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:125/0/physics_layer_0/angular_velocity = 0.0 +33:125/0 = 0 +33:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:125/0/physics_layer_0/angular_velocity = 0.0 +34:125/0 = 0 +34:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:125/0/physics_layer_0/angular_velocity = 0.0 +35:125/0 = 0 +35:125/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:125/0/physics_layer_0/angular_velocity = 0.0 +0:126/0 = 0 +0:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:126/0/physics_layer_0/angular_velocity = 0.0 +1:126/0 = 0 +1:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:126/0/physics_layer_0/angular_velocity = 0.0 +2:126/0 = 0 +2:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:126/0/physics_layer_0/angular_velocity = 0.0 +3:126/0 = 0 +3:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:126/0/physics_layer_0/angular_velocity = 0.0 +4:126/0 = 0 +4:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:126/0/physics_layer_0/angular_velocity = 0.0 +5:126/0 = 0 +5:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:126/0/physics_layer_0/angular_velocity = 0.0 +6:126/0 = 0 +6:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:126/0/physics_layer_0/angular_velocity = 0.0 +7:126/0 = 0 +7:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:126/0/physics_layer_0/angular_velocity = 0.0 +8:126/0 = 0 +8:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:126/0/physics_layer_0/angular_velocity = 0.0 +9:126/0 = 0 +9:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:126/0/physics_layer_0/angular_velocity = 0.0 +10:126/0 = 0 +10:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:126/0/physics_layer_0/angular_velocity = 0.0 +11:126/0 = 0 +11:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:126/0/physics_layer_0/angular_velocity = 0.0 +12:126/0 = 0 +12:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:126/0/physics_layer_0/angular_velocity = 0.0 +13:126/0 = 0 +13:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:126/0/physics_layer_0/angular_velocity = 0.0 +14:126/0 = 0 +14:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:126/0/physics_layer_0/angular_velocity = 0.0 +15:126/0 = 0 +15:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:126/0/physics_layer_0/angular_velocity = 0.0 +16:126/0 = 0 +16:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:126/0/physics_layer_0/angular_velocity = 0.0 +17:126/0 = 0 +17:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:126/0/physics_layer_0/angular_velocity = 0.0 +18:126/0 = 0 +18:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:126/0/physics_layer_0/angular_velocity = 0.0 +19:126/0 = 0 +19:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:126/0/physics_layer_0/angular_velocity = 0.0 +20:126/0 = 0 +20:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:126/0/physics_layer_0/angular_velocity = 0.0 +21:126/0 = 0 +21:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:126/0/physics_layer_0/angular_velocity = 0.0 +22:126/0 = 0 +22:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:126/0/physics_layer_0/angular_velocity = 0.0 +23:126/0 = 0 +23:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:126/0/physics_layer_0/angular_velocity = 0.0 +24:126/0 = 0 +24:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:126/0/physics_layer_0/angular_velocity = 0.0 +25:126/0 = 0 +25:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:126/0/physics_layer_0/angular_velocity = 0.0 +26:126/0 = 0 +26:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:126/0/physics_layer_0/angular_velocity = 0.0 +27:126/0 = 0 +27:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:126/0/physics_layer_0/angular_velocity = 0.0 +28:126/0 = 0 +28:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:126/0/physics_layer_0/angular_velocity = 0.0 +29:126/0 = 0 +29:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:126/0/physics_layer_0/angular_velocity = 0.0 +30:126/0 = 0 +30:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:126/0/physics_layer_0/angular_velocity = 0.0 +31:126/0 = 0 +31:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:126/0/physics_layer_0/angular_velocity = 0.0 +32:126/0 = 0 +32:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:126/0/physics_layer_0/angular_velocity = 0.0 +33:126/0 = 0 +33:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:126/0/physics_layer_0/angular_velocity = 0.0 +34:126/0 = 0 +34:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:126/0/physics_layer_0/angular_velocity = 0.0 +35:126/0 = 0 +35:126/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:126/0/physics_layer_0/angular_velocity = 0.0 +0:127/0 = 0 +0:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:127/0/physics_layer_0/angular_velocity = 0.0 +1:127/0 = 0 +1:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:127/0/physics_layer_0/angular_velocity = 0.0 +2:127/0 = 0 +2:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:127/0/physics_layer_0/angular_velocity = 0.0 +3:127/0 = 0 +3:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:127/0/physics_layer_0/angular_velocity = 0.0 +4:127/0 = 0 +4:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:127/0/physics_layer_0/angular_velocity = 0.0 +5:127/0 = 0 +5:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:127/0/physics_layer_0/angular_velocity = 0.0 +6:127/0 = 0 +6:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:127/0/physics_layer_0/angular_velocity = 0.0 +7:127/0 = 0 +7:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:127/0/physics_layer_0/angular_velocity = 0.0 +8:127/0 = 0 +8:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:127/0/physics_layer_0/angular_velocity = 0.0 +9:127/0 = 0 +9:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:127/0/physics_layer_0/angular_velocity = 0.0 +10:127/0 = 0 +10:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:127/0/physics_layer_0/angular_velocity = 0.0 +11:127/0 = 0 +11:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:127/0/physics_layer_0/angular_velocity = 0.0 +12:127/0 = 0 +12:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:127/0/physics_layer_0/angular_velocity = 0.0 +13:127/0 = 0 +13:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:127/0/physics_layer_0/angular_velocity = 0.0 +14:127/0 = 0 +14:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:127/0/physics_layer_0/angular_velocity = 0.0 +15:127/0 = 0 +15:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:127/0/physics_layer_0/angular_velocity = 0.0 +16:127/0 = 0 +16:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:127/0/physics_layer_0/angular_velocity = 0.0 +17:127/0 = 0 +17:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:127/0/physics_layer_0/angular_velocity = 0.0 +18:127/0 = 0 +18:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:127/0/physics_layer_0/angular_velocity = 0.0 +19:127/0 = 0 +19:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:127/0/physics_layer_0/angular_velocity = 0.0 +20:127/0 = 0 +20:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:127/0/physics_layer_0/angular_velocity = 0.0 +21:127/0 = 0 +21:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:127/0/physics_layer_0/angular_velocity = 0.0 +22:127/0 = 0 +22:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:127/0/physics_layer_0/angular_velocity = 0.0 +23:127/0 = 0 +23:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:127/0/physics_layer_0/angular_velocity = 0.0 +24:127/0 = 0 +24:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:127/0/physics_layer_0/angular_velocity = 0.0 +25:127/0 = 0 +25:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:127/0/physics_layer_0/angular_velocity = 0.0 +26:127/0 = 0 +26:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +26:127/0/physics_layer_0/angular_velocity = 0.0 +27:127/0 = 0 +27:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +27:127/0/physics_layer_0/angular_velocity = 0.0 +28:127/0 = 0 +28:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +28:127/0/physics_layer_0/angular_velocity = 0.0 +29:127/0 = 0 +29:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +29:127/0/physics_layer_0/angular_velocity = 0.0 +30:127/0 = 0 +30:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +30:127/0/physics_layer_0/angular_velocity = 0.0 +31:127/0 = 0 +31:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +31:127/0/physics_layer_0/angular_velocity = 0.0 +32:127/0 = 0 +32:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +32:127/0/physics_layer_0/angular_velocity = 0.0 +33:127/0 = 0 +33:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +33:127/0/physics_layer_0/angular_velocity = 0.0 +34:127/0 = 0 +34:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +34:127/0/physics_layer_0/angular_velocity = 0.0 +35:127/0 = 0 +35:127/0/physics_layer_0/linear_velocity = Vector2(0, 0) +35:127/0/physics_layer_0/angular_velocity = 0.0 +0:128/0 = 0 +0:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:128/0/physics_layer_0/angular_velocity = 0.0 +1:128/0 = 0 +1:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:128/0/physics_layer_0/angular_velocity = 0.0 +2:128/0 = 0 +2:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:128/0/physics_layer_0/angular_velocity = 0.0 +3:128/0 = 0 +3:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:128/0/physics_layer_0/angular_velocity = 0.0 +4:128/0 = 0 +4:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:128/0/physics_layer_0/angular_velocity = 0.0 +5:128/0 = 0 +5:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:128/0/physics_layer_0/angular_velocity = 0.0 +6:128/0 = 0 +6:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:128/0/physics_layer_0/angular_velocity = 0.0 +7:128/0 = 0 +7:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:128/0/physics_layer_0/angular_velocity = 0.0 +8:128/0 = 0 +8:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:128/0/physics_layer_0/angular_velocity = 0.0 +9:128/0 = 0 +9:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:128/0/physics_layer_0/angular_velocity = 0.0 +10:128/0 = 0 +10:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:128/0/physics_layer_0/angular_velocity = 0.0 +11:128/0 = 0 +11:128/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:128/0/physics_layer_0/angular_velocity = 0.0 +0:129/0 = 0 +0:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:129/0/physics_layer_0/angular_velocity = 0.0 +1:129/0 = 0 +1:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:129/0/physics_layer_0/angular_velocity = 0.0 +2:129/0 = 0 +2:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:129/0/physics_layer_0/angular_velocity = 0.0 +3:129/0 = 0 +3:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:129/0/physics_layer_0/angular_velocity = 0.0 +4:129/0 = 0 +4:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:129/0/physics_layer_0/angular_velocity = 0.0 +5:129/0 = 0 +5:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:129/0/physics_layer_0/angular_velocity = 0.0 +6:129/0 = 0 +6:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:129/0/physics_layer_0/angular_velocity = 0.0 +7:129/0 = 0 +7:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:129/0/physics_layer_0/angular_velocity = 0.0 +8:129/0 = 0 +8:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:129/0/physics_layer_0/angular_velocity = 0.0 +9:129/0 = 0 +9:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:129/0/physics_layer_0/angular_velocity = 0.0 +10:129/0 = 0 +10:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:129/0/physics_layer_0/angular_velocity = 0.0 +11:129/0 = 0 +11:129/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:129/0/physics_layer_0/angular_velocity = 0.0 -[sub_resource type="RectangleShape2D" id="RectangleShape2D_v0c0p"] -size = Vector2(141, 13) - -[sub_resource type="RectangleShape2D" id="RectangleShape2D_5ir3o"] -size = Vector2(9, 70) - -[sub_resource type="RectangleShape2D" id="RectangleShape2D_e3rcm"] -size = Vector2(134, 7) +[sub_resource 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