From 4da3a87f7d31dda644f6bd6dc300bd6e4f7eef79 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Tue, 10 Aug 2021 11:48:19 -0700 Subject: Remove infinite inertia and ray shapes from CharacterBody Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead. --- scene/3d/collision_shape_3d.cpp | 7 ------- 1 file changed, 7 deletions(-) (limited to 'scene/3d/collision_shape_3d.cpp') diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp index 9643d33c86..36d4c8f4f0 100644 --- a/scene/3d/collision_shape_3d.cpp +++ b/scene/3d/collision_shape_3d.cpp @@ -33,17 +33,10 @@ #include "core/math/quick_hull.h" #include "mesh_instance_3d.h" #include "physics_body_3d.h" -#include "scene/resources/box_shape_3d.h" -#include "scene/resources/capsule_shape_3d.h" #include "scene/resources/concave_polygon_shape_3d.h" #include "scene/resources/convex_polygon_shape_3d.h" -#include "scene/resources/ray_shape_3d.h" -#include "scene/resources/sphere_shape_3d.h" -#include "scene/resources/world_margin_shape_3d.h" #include "servers/rendering_server.h" -//TODO: Implement CylinderShape and HeightMapShape? - void CollisionShape3D::make_convex_from_siblings() { Node *p = get_parent(); if (!p) { -- cgit v1.2.3