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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-03-08 17:30:14 +0100
committerGitHub <noreply@github.com>2021-03-08 17:30:14 +0100
commitee13944f9cf26cf67db03df695e14969d91d3c46 (patch)
tree4770b32e0fc869f5aae871fe67127fb10f60ac82
parent8507b69c13d7fdf62dd0e7d3ecd6ff34b4faf9c6 (diff)
parentbfc533fc4c2d739a701eaf6f483b7b5907ef0ea2 (diff)
Merge pull request #46795 from angad-k/use_collision_mask_in_vehicle_raycast
use collision mask in vehicle raycast
-rw-r--r--scene/3d/vehicle_body_3d.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp
index 0d25e2f21f..8b774444b9 100644
--- a/scene/3d/vehicle_body_3d.cpp
+++ b/scene/3d/vehicle_body_3d.cpp
@@ -407,7 +407,7 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) {
PhysicsDirectSpaceState3D *ss = s->get_space_state();
- bool col = ss->intersect_ray(source, target, rr, exclude);
+ bool col = ss->intersect_ray(source, target, rr, exclude, get_collision_mask());
wheel.m_raycastInfo.m_groundObject = nullptr;