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I assume he is talking about this: https://github.com/solsticegamestudios/GModCEFCodecFix
Though, it doesn't make any sense that this would interfere with collision.
It looks like it is indeed related to the x86-64 branch. I guess I have some debugging to do.
The issue occurred when spawning the entity. In the main branch, if I had previously set the model on the entity in the setup function, then the spawn function would not tamper with the collision bounds set up by PhysicsInitMultiConvex, and everything worked great. On the dev and x86-64 branches, spawning the entity messed up the collision bounds, regardless of whether I set the model previously or not. This resulted in the game only checking for collisions when you were very close to the entity origin. I just needed to split out the collision part of the setup into a step that happens after the entity spawns, and now it works on all branches.