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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-10-21 17:28:27 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-10-21 17:36:58 -0700
commitd804c34285b0a8bea9de17d8c99160815d5bbc4d (patch)
treedf7bddd1c01b96de625ba58b52c4078d34e3b91c /editor/icons/MaterialPreviewSphereOff.svg
parentb6f4f23a5ed0f7aa4bafd0123fc0545044bfab50 (diff)
Fix RigidDynamicBody collision update after changing collision layer/mask
Changing the collision layer of a sleeping body was not triggering area updates correctly. Bodies need to be active for collision to be checked against already overlapping bodies and areas. Neighbors need to be activated too in order to handle the case where a static body is modified (it can't be activated directly but paired bodies need to check their collision again). In 3D, moved the call to wakeup() from the physics server to GodotBody3D::_shapes_changed to make it consistent with 2D and also handle the case where shapes are modified (_shapes_changed is called in both this case and collision layer changes).
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