Merge pull request #34047 from nekomatata/physical-bone-remove-joint
Properly remove joint when a physical bone is removed from the scene
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commit
e9b709a5db
1 changed files with 7 additions and 1 deletions
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@ -2161,6 +2161,9 @@ void PhysicalBone::_notification(int p_what) {
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update_bone_id();
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update_bone_id();
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reset_to_rest_position();
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reset_to_rest_position();
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_reset_physics_simulation_state();
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_reset_physics_simulation_state();
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if (!joint.is_valid() && joint_data) {
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_reload_joint();
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}
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break;
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break;
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case NOTIFICATION_EXIT_TREE:
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case NOTIFICATION_EXIT_TREE:
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if (parent_skeleton) {
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if (parent_skeleton) {
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@ -2169,7 +2172,10 @@ void PhysicalBone::_notification(int p_what) {
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}
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}
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}
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}
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parent_skeleton = NULL;
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parent_skeleton = NULL;
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update_bone_id();
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if (joint.is_valid()) {
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PhysicsServer::get_singleton()->free(joint);
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joint = RID();
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}
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break;
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break;
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case NOTIFICATION_TRANSFORM_CHANGED:
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case NOTIFICATION_TRANSFORM_CHANGED:
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if (Engine::get_singleton()->is_editor_hint()) {
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if (Engine::get_singleton()->is_editor_hint()) {
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