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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-12-01 22:20:04 +0100 |
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committer | GitHub <noreply@github.com> | 2019-12-01 22:20:04 +0100 |
commit | e9b709a5dbbe46d73b121f595cceb08ca31fcc36 (patch) | |
tree | b33d9d43bf6334dfd45432cb1e03a626bfc3db93 /scene | |
parent | ad95424dbace10d0ea1770e22bb1cd85463d18ab (diff) | |
parent | fdd99d4a7c60e3ae5aed41d78685ad50d3399220 (diff) |
Merge pull request #34047 from nekomatata/physical-bone-remove-joint
Properly remove joint when a physical bone is removed from the scene
Diffstat (limited to 'scene')
-rw-r--r-- | scene/3d/physics_body.cpp | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index a107c3bf7a..2c0e6ee744 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -2161,6 +2161,9 @@ void PhysicalBone::_notification(int p_what) { update_bone_id(); reset_to_rest_position(); _reset_physics_simulation_state(); + if (!joint.is_valid() && joint_data) { + _reload_joint(); + } break; case NOTIFICATION_EXIT_TREE: if (parent_skeleton) { @@ -2169,7 +2172,10 @@ void PhysicalBone::_notification(int p_what) { } } parent_skeleton = NULL; - update_bone_id(); + if (joint.is_valid()) { + PhysicsServer::get_singleton()->free(joint); + joint = RID(); + } break; case NOTIFICATION_TRANSFORM_CHANGED: if (Engine::get_singleton()->is_editor_hint()) { |