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-rw-r--r--editor/find_in_files.cpp4
-rw-r--r--editor/plugins/asset_library_editor_plugin.cpp2
-rw-r--r--modules/bullet/rigid_body_bullet.cpp4
3 files changed, 5 insertions, 5 deletions
diff --git a/editor/find_in_files.cpp b/editor/find_in_files.cpp
index 86a4a9ef47..4ab90ad3e4 100644
--- a/editor/find_in_files.cpp
+++ b/editor/find_in_files.cpp
@@ -828,8 +828,8 @@ void FindInFilesPanel::apply_replaces_in_file(String fpath, const Vector<Result>
// If there are unsaved changes, the user will be asked on focus,
// however that means either losing changes or losing replaces.
- FileAccess *f = FileAccess::open(fpath, FileAccess::READ);
- ERR_FAIL_COND_MSG(f == NULL, "Cannot open file from path '" + fpath + "'.");
+ FileAccessRef f = FileAccess::open(fpath, FileAccess::READ);
+ ERR_FAIL_COND_MSG(!f, "Cannot open file from path '" + fpath + "'.");
String buffer;
int current_line = 1;
diff --git a/editor/plugins/asset_library_editor_plugin.cpp b/editor/plugins/asset_library_editor_plugin.cpp
index c1f62e8342..4f73a5eaea 100644
--- a/editor/plugins/asset_library_editor_plugin.cpp
+++ b/editor/plugins/asset_library_editor_plugin.cpp
@@ -162,7 +162,7 @@ void EditorAssetLibraryItemDescription::set_image(int p_type, int p_index, const
Ref<Image> overlay = get_icon("PlayOverlay", "EditorIcons")->get_data();
Ref<Image> thumbnail = p_image->get_data();
thumbnail = thumbnail->duplicate();
- Point2 overlay_pos = Point2((thumbnail->get_width() - overlay->get_width() / 2) / 2, (thumbnail->get_height() - overlay->get_height() / 2) / 2);
+ Point2 overlay_pos = Point2((thumbnail->get_width() - overlay->get_width()) / 2, (thumbnail->get_height() - overlay->get_height()) / 2);
// Overlay and thumbnail need the same format for `blend_rect` to work.
thumbnail->convert(Image::FORMAT_RGBA8);
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp
index 1dd75eb8a9..16a8cf8ede 100644
--- a/modules/bullet/rigid_body_bullet.cpp
+++ b/modules/bullet/rigid_body_bullet.cpp
@@ -795,12 +795,12 @@ Vector3 RigidBodyBullet::get_angular_velocity() const {
void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) {
if (mode == PhysicsServer::BODY_MODE_KINEMATIC) {
- if (space)
+ if (space && space->get_delta_time() != 0)
btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time());
// The kinematic use MotionState class
godotMotionState->moveBody(p_global_transform);
} else {
- // Is necesasry to avoid wrong location on the rendering side on the next frame
+ // Is necessary to avoid wrong location on the rendering side on the next frame
godotMotionState->setWorldTransform(p_global_transform);
}
CollisionObjectBullet::set_transform__bullet(p_global_transform);