Okay so I added an area2d (of which my player scene already has an awful lot but like sure whatever let’s add one more) that keeps track of whether I’m currently overlapping a semisolid or not. Then if it returns true, I switch to the rectangular collision so that it doesn’t try to cling to the side of the split chunk or whatever it’s doing. Not the best solution, but it works and that’s all that matters to me
Also it somehow fixed this thing to an extent
idk if I should mark this as the solution, seems more like a hack than an actual solution