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authorEryk Dwornicki <rootkiller.programmer@gmail.com>2021-02-27 16:38:58 +0100
committerEryk Dwornicki <rootkiller.programmer@gmail.com>2021-02-27 17:11:15 +0100
commit519e314bea2b1552f317d96efb7c9d0ad268e8bc (patch)
tree96000094e0f5404cfb7fd16f799afabdb4d93436
parent0e8fae1038cb27372777623b1af26e6f0cfb34fa (diff)
Fixed bug that caused collision not to be properly reenabled when joint between two bodies is destroyed
-rw-r--r--scene/3d/physics_joint_3d.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/scene/3d/physics_joint_3d.cpp b/scene/3d/physics_joint_3d.cpp
index 0463bed9d6..ebc57ed477 100644
--- a/scene/3d/physics_joint_3d.cpp
+++ b/scene/3d/physics_joint_3d.cpp
@@ -64,6 +64,7 @@ void Joint3D::_body_exit_tree(const ObjectID &p_body_id) {
void Joint3D::_update_joint(bool p_only_free) {
if (ba.is_valid() && bb.is_valid()) {
PhysicsServer3D::get_singleton()->body_remove_collision_exception(ba, bb);
+ PhysicsServer3D::get_singleton()->body_remove_collision_exception(bb, ba);
}
ba = RID();