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Proper logic for changing physics state when disabled and disabled mode
is changed (it was unnecessarily making calls to re-initialize physics).
Extra error handling in soft body implementations to avoid crashes with
invalid mesh.
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When switching the mesh at runtime, the physics server wasn't properly
updated with the new mesh. Now we keep track of the soft body mesh to
make sure everything is properly initialized on pre-draw.
Also cleaned a few things around private methods.
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Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
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