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Issue description:
This issue happens for both Godot Physics 2D and Godot Physics 3D. When removing a body which is still connected to another one with a joint and both are set to rigid bodies (not static or kinematic) the game crashes with no warning.
Crash callstack (it's similar for 2D and 3D):
godot.windows.tools.64.exe!Space2DSW::get_body_angular_velocity_sleep_threshold() Line 164 C++
godot.windows.tools.64.exe!Body2DSW::sleep_test(float p_step) Line 618 C++
godot.windows.tools.64.exe!Step2DSW::_check_suspend(Body2DSW * p_island, float p_delta) Line 105 C++
godot.windows.tools.64.exe!Step2DSW::step(Space2DSW * p_space, float p_delta, int p_iterations) Line 287 C++
godot.windows.tools.64.exe!PhysicsServer2DSW::step(float p_step) Line 1240 C++
godot.windows.tools.64.exe!PhysicsServer2DWrapMT::step(float p_step) Line 76 C++
godot.windows.tools.64.exe!Main::iteration() Line 2491 C++
Godot version:
Master af2703c
OS/device including version:
Windows 10
Issue description:
This issue happens for both Godot Physics 2D and Godot Physics 3D. When removing a body which is still connected to another one with a joint and both are set to rigid bodies (not static or kinematic) the game crashes with no warning.
Crash callstack (it's similar for 2D and 3D):
Steps to reproduce:
Minimal reproduction project:
JointTest.zip
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