Tested on Godot 3.0.6 and 3.1-alpha and 3.1-master.
Ubuntu 18.10 operative system.
When using one way collision for platforms, if a body (kinematic or rigid) stands on another body, it sometimes causes it to fall through the platform.
Here is an example:

I've already asked in this issue, but apparently is different problem. I attached simple project to test, maybe my mistake.
Thanks
Gunzo.zip
Would be nice to have a confirmation from 3.1 master, as there were some changes to one-way collisions in 3226b44f793ec18f92341819e11ae20d68d0193e.
I'm sorry, i meant 3.1-master. I cloned the repo and compiled master branch and still get the same behavior. I previously had tried in alpha, that's why i said alpha. I'm editing the post.
I was testing various things, looks like is related to CapsuleShape2D and CircleShape2D because I was unable to trigger it using 2 rectangle shapes.
Those shapes can make any of the bodies involved in the collision (from the top or the sides) to sink in the one side body.
You are right, using rectangle shapes on both body does not cause this effect... I'll try what happens with custom polygon shapes.
I have the same result with polygon shapes. The problem seems to be related with not normal collisions. i mean, when the collision happens with some angle.
Hi,
Testing more, i found that it can also happen with rectangular shapes, although is more difficult for this to happen. If someone gives me some guidelines, i could try to solve it myself.
@PabloF7 if you want to give a try fixing this, contact devs on IRC, godotengine-devel on freenode (wait until next week until Juan is back), I guess that reduz and randomshaper are the best on 2D physics.
Ok, I'll contact them next week in the IRC channel. Thanks!
Just for the record, issue still exists in master.
This took a ton of work to fix...
Great Job! i'll try after work
Most helpful comment
This took a ton of work to fix...