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authorRémi Verschelde <rverschelde@gmail.com>2018-02-14 08:14:38 +0100
committerGitHub <noreply@github.com>2018-02-14 08:14:38 +0100
commit232e03e5e377adbd3b86d04d15ef65b0f1778ebe (patch)
tree03f12734e42e02ee40335a7c9d85255f9dc89798
parentb021f138499df20bf9eac3ee4d7fe3b47ca35181 (diff)
parent5fb8a6a6c223561e1e7a11699eae8aca68f8abd6 (diff)
Merge pull request #16547 from Dar13/kinematic_gravity_fix
Fixes gravity calculation for kinematic bodies in Bullet
-rw-r--r--modules/bullet/rigid_body_bullet.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp
index 96a53f9f8b..f96218ef46 100644
--- a/modules/bullet/rigid_body_bullet.cpp
+++ b/modules/bullet/rigid_body_bullet.cpp
@@ -832,7 +832,8 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) {
void RigidBodyBullet::reload_space_override_modificator() {
- if (!is_active())
+ // Make sure that kinematic bodies have their total gravity calculated
+ if (!is_active() && PhysicsServer::BODY_MODE_KINEMATIC != mode)
return;
Vector3 newGravity(space->get_gravity_direction() * space->get_gravity_magnitude());