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.
This commit is contained in:
parent
3ddab1c9d1
commit
baf24b4503
1 changed files with 2 additions and 1 deletions
|
@ -30,6 +30,7 @@
|
||||||
|
|
||||||
#include "collision_object.h"
|
#include "collision_object.h"
|
||||||
|
|
||||||
|
#include "core/engine.h"
|
||||||
#include "mesh_instance.h"
|
#include "mesh_instance.h"
|
||||||
#include "scene/scene_string_names.h"
|
#include "scene/scene_string_names.h"
|
||||||
#include "servers/physics_server.h"
|
#include "servers/physics_server.h"
|
||||||
|
@ -143,7 +144,7 @@ void CollisionObject::_update_debug_shapes() {
|
||||||
}
|
}
|
||||||
|
|
||||||
void CollisionObject::_update_shape_data(uint32_t p_owner) {
|
void CollisionObject::_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.empty()) {
|
if (debug_shapes_to_update.empty()) {
|
||||||
call_deferred("_update_debug_shapes");
|
call_deferred("_update_debug_shapes");
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue