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Disable debug collision shapes in the editor

If the editor was started with --debug-collisions, 3d shapes were
displayed twice, both with the gizmo and debug shapes. Some shapes could
also persist after being removed due to the usage of queue_free() to
destroy the debug shapes.
PouleyKetchoupp 4 years ago
parent
commit
9798a52a20
1 changed files with 2 additions and 1 deletions
  1. 2 1
      scene/3d/collision_object_3d.cpp

+ 2 - 1
scene/3d/collision_object_3d.cpp

@@ -30,6 +30,7 @@
 
 #include "collision_object_3d.h"
 
+#include "core/config/engine.h"
 #include "mesh_instance_3d.h"
 #include "scene/scene_string_names.h"
 #include "servers/physics_server_3d.h"
@@ -139,7 +140,7 @@ void CollisionObject3D::_update_debug_shapes() {
 }
 
 void CollisionObject3D::_update_shape_data(uint32_t p_owner) {
-	if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
+	if (is_inside_tree() && get_tree()->is_debugging_collisions_hint() && !Engine::get_singleton()->is_editor_hint()) {
 		if (debug_shapes_to_update.is_empty()) {
 			call_deferred("_update_debug_shapes");
 		}