IsmAvatar:
In regards to the binary search, using binary search for finding the contact position should work correctly when used for a point along a line. The basic idea is to check half the distance for collisions, for instance using collision_line. If the check turns up nothing, there are no collisions in the first half, and so only the second half needs to be searched. If the check does turn up something, there are collisions in the first half, the first collision point will therefore be in the first half, and the second half does not need to be searched. In both cases, the search space is halved. The procedure is then repeatedly applied on the new remaining distances to be searched, until the remaining distance becomes 1 or less. It isn't exactly binary search as understood for sorted sequences, but the name still fits somewhat well. EricDB's collision_line_first is implemented somewhat similar to that way.
In regards to commits, I will avoid flooding git with many small commits in the future.
Josh:
I do believe that circumstance could occur quite often in certain games. In games that have medium or big sprites with long, thin structures, move_contact from certain points and angles would be very likely to encounter that circumstance. With subtraction implemented in move_contact, the behaviour for move_contact should be the same in ENIGMA and GameMaker, and the performance should be equal in the worst case, and considerably better in most cases.
I don't understand the part about the bounding box not being usable as a hint. Doesn't the bounding box always cover everything in the sprite, even under rotation and scaling? Manually changing the bounding box in GameMaker and using precise makes only the area inside the bounding box to be checked precisely, the rest of the sprite is ignored.
polygone:
Np, I first realized it was a depth problem after I commented out the assignment to depth and the bug was suddenly gone. I knew that the cause had something to do with the candle being drawn twice, because of the z-fighting and the increased color from the blend mode bm_add being used, but I didn't quite understand why it was being drawn twice until I commented out the depth. That also explained why the bug only occurred when walking towards the candle, not away from it: the depth for a candle becomes more negative when walking towards it, and so the draw event for the candle was executed twice.