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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-03-16 17:56:47 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-03-16 18:02:33 -0700
commit9798a52a2063976fd5cac75dc5be693e76deaab8 (patch)
tree406dec2a1820969c7092e327ca4cd5d56ff135da /scene
parent8e293bac4e4c75179c0691f358fd8ef57a2bcf93 (diff)
Disable debug collision shapes in the editor
If the editor was started with --debug-collisions, 3d shapes were displayed twice, both with the gizmo and debug shapes. Some shapes could also persist after being removed due to the usage of queue_free() to destroy the debug shapes.
Diffstat (limited to 'scene')
-rw-r--r--scene/3d/collision_object_3d.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/scene/3d/collision_object_3d.cpp b/scene/3d/collision_object_3d.cpp
index 849ef7a2bf..39880db29c 100644
--- a/scene/3d/collision_object_3d.cpp
+++ b/scene/3d/collision_object_3d.cpp
@@ -30,6 +30,7 @@
#include "collision_object_3d.h"
+#include "core/config/engine.h"
#include "mesh_instance_3d.h"
#include "scene/scene_string_names.h"
#include "servers/physics_server_3d.h"
@@ -139,7 +140,7 @@ void CollisionObject3D::_update_debug_shapes() {
}
void CollisionObject3D::_update_shape_data(uint32_t p_owner) {
- if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
+ if (is_inside_tree() && get_tree()->is_debugging_collisions_hint() && !Engine::get_singleton()->is_editor_hint()) {
if (debug_shapes_to_update.is_empty()) {
call_deferred("_update_debug_shapes");
}