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authorPedro J. Estébanez <pedrojrulez@gmail.com>2017-08-16 02:00:01 +0200
committerPedro J. Estébanez <pedrojrulez@gmail.com>2017-08-16 02:00:03 +0200
commit22daecfbe9232fe5dfe3577670127f9749fd85ef (patch)
tree7c40513c82db02a5f5a7ae343a928e49ccb24266
parenta4f9c95169579d650d6189d5034fb417bcc518af (diff)
Keep shapes bound to out-of-tree 3D physics objects
Now the shape in the physics server is unbound only when it's unparented from its body, because if it's unbound when just exiting the tree, a later readd would have the body shapeless in the server. It's the same currently being done in 2D physics. Fixes #10074.
-rw-r--r--scene/3d/collision_shape.cpp7
1 files changed, 0 insertions, 7 deletions
diff --git a/scene/3d/collision_shape.cpp b/scene/3d/collision_shape.cpp
index 4fd215bd1a..2aa6a95718 100644
--- a/scene/3d/collision_shape.cpp
+++ b/scene/3d/collision_shape.cpp
@@ -89,13 +89,6 @@ void CollisionShape::_notification(int p_what) {
parent->shape_owner_set_transform(owner_id, get_transform());
}
} break;
- case NOTIFICATION_EXIT_TREE: {
- if (parent) {
- parent->remove_shape_owner(owner_id);
- }
- owner_id = 0;
- parent = NULL;
- } break;
case NOTIFICATION_UNPARENTED: {
if (parent) {
parent->remove_shape_owner(owner_id);