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-rw-r--r--servers/physics_2d/space_2d_sw.cpp1
-rw-r--r--servers/physics_2d/space_2d_sw.h1
2 files changed, 0 insertions, 2 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index a8ab731ead..edadcabe0b 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -603,7 +603,6 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t
* direction. Use a short ray shape if you want to achieve a similar effect.
*
if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
-
cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
cbk.valid_depth = p_margin; //only valid depth is the collision margin
cbk.invalid_by_dir = 0;
diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h
index 5c5144ae22..93b62e0ba4 100644
--- a/servers/physics_2d/space_2d_sw.h
+++ b/servers/physics_2d/space_2d_sw.h
@@ -105,7 +105,6 @@ private:
real_t test_motion_min_contact_depth;
enum {
-
INTERSECTION_QUERY_MAX = 2048
};