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authorRémi Verschelde <rverschelde@gmail.com>2019-07-31 19:47:33 +0200
committerGitHub <noreply@github.com>2019-07-31 19:47:33 +0200
commit507e41e6986b75a81d66ff82dc5754a6909818e3 (patch)
treef3b6fd65d5a621315f323e160b60e74e7a83f866
parentd66461e85a123a7fbc2d2fef7029d80efec33d71 (diff)
parent53ac260d19282741da3618726ff1fa404b442344 (diff)
Merge pull request #30999 from nekomatata/fix-regression-godot-physics
Fixed regression in Godot Physics
-rw-r--r--servers/physics/collision_solver_sat.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/physics/collision_solver_sat.cpp b/servers/physics/collision_solver_sat.cpp
index d0f8fd8aff..a13fa65009 100644
--- a/servers/physics/collision_solver_sat.cpp
+++ b/servers/physics/collision_solver_sat.cpp
@@ -274,8 +274,8 @@ static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_po
points_B = p_points_B;
}
- int version_A = (pointcount_A > 2 ? 2 : pointcount_A) - 1;
- int version_B = (pointcount_B > 2 ? 2 : pointcount_B) - 1;
+ int version_A = (pointcount_A > 3 ? 3 : pointcount_A) - 1;
+ int version_B = (pointcount_B > 3 ? 3 : pointcount_B) - 1;
GenerateContactsFunc contacts_func = generate_contacts_func_table[version_A][version_B];
ERR_FAIL_COND(!contacts_func);