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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-10-22 12:52:12 +0200
committerGitHub <noreply@github.com>2019-10-22 12:52:12 +0200
commitbd23cce055334704dac503f12451df8bd259b751 (patch)
tree22e97dc3c235778c71039cab6ee3249c4f47948e
parent3aa5b54330adf334c868a6ec53d5b5450689506c (diff)
parent0de76cc647cb5cec2bec00f60bf5383f4354ae67 (diff)
Merge pull request #32896 from nekomatata/joint-reset-collision
Properly reset collision exception when releasing Joint2D
-rw-r--r--scene/2d/joints_2d.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/scene/2d/joints_2d.cpp b/scene/2d/joints_2d.cpp
index 12fb18cedc..847d08b025 100644
--- a/scene/2d/joints_2d.cpp
+++ b/scene/2d/joints_2d.cpp
@@ -37,8 +37,8 @@
void Joint2D::_update_joint(bool p_only_free) {
if (joint.is_valid()) {
- if (ba.is_valid() && bb.is_valid())
- Physics2DServer::get_singleton()->body_remove_collision_exception(ba, bb);
+ if (ba.is_valid() && bb.is_valid() && exclude_from_collision)
+ Physics2DServer::get_singleton()->joint_disable_collisions_between_bodies(joint, false);
Physics2DServer::get_singleton()->free(joint);
joint = RID();
@@ -131,6 +131,8 @@ void Joint2D::set_exclude_nodes_from_collision(bool p_enable) {
if (exclude_from_collision == p_enable)
return;
+
+ _update_joint(true);
exclude_from_collision = p_enable;
_update_joint();
}