Fixed bug that caused collision not to be properly reenabled when joint between two bodies is destroyed
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@ -64,6 +64,7 @@ void Joint3D::_body_exit_tree(const ObjectID &p_body_id) {
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void Joint3D::_update_joint(bool p_only_free) {
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if (ba.is_valid() && bb.is_valid()) {
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PhysicsServer3D::get_singleton()->body_remove_collision_exception(ba, bb);
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PhysicsServer3D::get_singleton()->body_remove_collision_exception(bb, ba);
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}
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ba = RID();
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