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authorTomasz Chabora <kobewi4e@gmail.com>2020-07-08 00:51:25 +0200
committerTomasz Chabora <kobewi4e@gmail.com>2020-07-10 13:23:20 +0200
commit7eebb06b5571437828d8c5099558c303c72cd1f4 (patch)
tree376aa2b82cbe66d8f4aad4c21aab2281ec7b78e1 /modules
parentd0e0a19e4daa88b91613d92b0520035a1c4f5e9a (diff)
Allow Area2D and 3D mouse events without a collision layer
Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
Diffstat (limited to 'modules')
-rw-r--r--modules/bullet/godot_result_callbacks.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/bullet/godot_result_callbacks.cpp b/modules/bullet/godot_result_callbacks.cpp
index f82648d6ff..e1f950dad1 100644
--- a/modules/bullet/godot_result_callbacks.cpp
+++ b/modules/bullet/godot_result_callbacks.cpp
@@ -57,7 +57,7 @@ bool GodotFilterCallback::needBroadphaseCollision(btBroadphaseProxy *proxy0, btB
bool GodotClosestRayResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
const bool needs = GodotFilterCallback::test_collision_filters(m_collisionFilterGroup, m_collisionFilterMask, proxy0->m_collisionFilterGroup, proxy0->m_collisionFilterMask);
- if (needs) {
+ if (m_pickRay || needs) {
btCollisionObject *btObj = static_cast<btCollisionObject *>(proxy0->m_clientObject);
CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer());