Hi, Inces
Thanks for the answer. No, there's nothing in the console when the bodies collide. The problem happens when the player hits another RigidBody2D node, then for 2 seconds Player's CollisionShape2D gets disabled and for those 2 seconds the body is unable to rotate (and there's still no bugs shown) it only goes straight forward.
The Player's movement script is pretty usual:
func _integrate_forces(physics_state):
set_applied_force(thrust.rotated(rotation))
set_applied_torque(spin_power * rotation_dir)
var xform = physics_state.get_transform()
if xform.origin.x > screensize.x + round(players_radius.x/2):
xform.origin.x = 0
if xform.origin.x < 0 - round(players_radius.x/2):
xform.origin.x = screensize.x
if xform.origin.y > screensize.y + round(players_radius.y/2):
xform.origin.y = 0
if xform.origin.y < 0 - round(players_radius.y/2):
xform.origin.y = screensize.y
physics_state.set_transform(xform)
I guess this section set_applied_force(thrust.rotated(rotation))
doesn't work properly with the CollisionShape disabled. Is rotation depends on the Shape being enabled...hmm