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authorUsernameIsAReservedWord <yoann@terminajones.com>2015-02-26 19:27:32 +0100
committerUsernameIsAReservedWord <yoann@terminajones.com>2015-02-26 19:27:32 +0100
commit69cf996ce60f9419922b0de4590b7ece7fa0a8be (patch)
treeb372af81ed41b956a65fc63ddb33c2089a5af3ed /tools/editor/icons/icon_graph_vector.png
parent1d7337ba10ad593f0786d3e356cf0b05aa9be2b4 (diff)
should fixes #1284
I could reproduce the crash described in #1284 only with 32bits versions of godot. The test scene contains a Plane collision shape, and a kinematicsbody with a Sphere collision shape. The crash occurs into `CollisionSolverSW::solve_distance_plane()` on line 299 when `p_shape_A` is a `PlaneShapeSW` object and when `p_shape_B` is a `MotionShapeSW` object, because `int support_count;` is not initialized by default, and because `MotionShapeSW::get_supports()` does not change `support_count` once passed as referenced parameter, and if the default value of `support_count` is greater than the length of `supports[16]`. I don't know if it is the good way to fix it because i'm not skilled ennough with the physics server inner working, but this fix prevents the crash and the test-scene seems to work correctly.
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