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Properly reset collision exception when releasing Joint2D

Now using joint_disable_collisions_between_bodies() to reset the exception, because body_remove_collision_exception() was doing only a part of the work.

Fixes #32733
PouleyKetchoupp 5 лет назад
Родитель
Сommit
0de76cc647
1 измененных файлов с 4 добавлено и 2 удалено
  1. 4 2
      scene/2d/joints_2d.cpp

+ 4 - 2
scene/2d/joints_2d.cpp

@@ -37,8 +37,8 @@
 void Joint2D::_update_joint(bool p_only_free) {
 
 	if (joint.is_valid()) {
-		if (ba.is_valid() && bb.is_valid())
-			Physics2DServer::get_singleton()->body_remove_collision_exception(ba, bb);
+		if (ba.is_valid() && bb.is_valid() && exclude_from_collision)
+			Physics2DServer::get_singleton()->joint_disable_collisions_between_bodies(joint, false);
 
 		Physics2DServer::get_singleton()->free(joint);
 		joint = RID();
@@ -133,6 +133,8 @@ void Joint2D::set_exclude_nodes_from_collision(bool p_enable) {
 
 	if (exclude_from_collision == p_enable)
 		return;
+
+	_update_joint(true);
 	exclude_from_collision = p_enable;
 	_update_joint();
 }