Fix moving platforms with ray shapes

In the case of ray shapes, the body RID used to apply platform velocity
wasn't properly set.
This commit is contained in:
PouleyKetchoupp 2021-09-21 09:00:23 -07:00
parent ed3742c4a7
commit ad5e70cde4
2 changed files with 2 additions and 0 deletions

View file

@ -1015,6 +1015,7 @@ bool KinematicBody2D::separate_raycast_shapes(bool p_infinite_inertia, Collision
if (deepest != -1) {
r_collision.collider = sep_res[deepest].collider_id;
r_collision.collider_rid = sep_res[deepest].collider;
r_collision.collider_metadata = sep_res[deepest].collider_metadata;
r_collision.collider_shape = sep_res[deepest].collider_shape;
r_collision.collider_vel = sep_res[deepest].collider_velocity;

View file

@ -1278,6 +1278,7 @@ bool KinematicBody::separate_raycast_shapes(bool p_infinite_inertia, Collision &
if (deepest != -1) {
r_collision.collider = sep_res[deepest].collider_id;
r_collision.collider_rid = sep_res[deepest].collider;
r_collision.collider_metadata = sep_res[deepest].collider_metadata;
r_collision.collider_shape = sep_res[deepest].collider_shape;
r_collision.collider_vel = sep_res[deepest].collider_velocity;