Godot version: 2.1.3
Issue description:
Moving a KinematicBody2D (as in move) against a solid body with a LineShape2D, seems to not separate the body correctly leading to continuous collisions.

Steps to reproduce:
Move a KinematicBody2D against a line and try to move it again in the opposite direction.
Forcing a separation (with set_pos) lead to the correct behaviour.
Link to minimal example project:
kb2dbadlineseparation.zip
Probably related to this #7920 ?
Affects master too.
Example for godot 3:
kbbadlineseparationv3.zip
First of all thank you for your report and sorry for the delay.
We released Godot 3.0 in January 2018 after 18 months of work, fixing many old issues either directly, or by obsoleting/replacing the features they were referring to.
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Could you check if the issue that you described initially is still relevant/reproducible in Godot 3.0 or any newer version, and comment about its current status here?
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This issue is still valid for 3.0.2 and current master builds.
This _may_ be a similar case to PlaneShape shapes on spatials (where planes cannot be used for bodies), in that case this needs to be documented and a (runtime) warning can be added if the PhysicsBody2D notices that is using a LineShape2D instead of a SegmentShape2D.
PlaneShape will be removed in the next compatibility breakage (and likely LineShape too) due to how difficult it is to make it work in other physics engines, so kicking to 3.2/4.0 where it will most likely be removed.
@reduz maybe a deprecation warning could be added when using this kind of shapes, so projects and docs/tutorials start avoiding their use
Fixed in 3.1. I'm able to reproduce the problem in 3.0.6-stable, but not with 3.1-stable.
Most helpful comment
@reduz maybe a deprecation warning could be added when using this kind of shapes, so projects and docs/tutorials start avoiding their use