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author | Eryk Dwornicki <rootkiller.programmer@gmail.com> | 2021-02-27 16:38:58 +0100 |
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committer | Eryk Dwornicki <rootkiller.programmer@gmail.com> | 2021-02-27 17:11:15 +0100 |
commit | 519e314bea2b1552f317d96efb7c9d0ad268e8bc (patch) | |
tree | 96000094e0f5404cfb7fd16f799afabdb4d93436 /scene/3d | |
parent | 0e8fae1038cb27372777623b1af26e6f0cfb34fa (diff) |
Fixed bug that caused collision not to be properly reenabled when joint between two bodies is destroyed
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/physics_joint_3d.cpp | 1 |
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(); |