Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Check cache_parent_physical_bone when rebuilding parent cache #49182

Merged
merged 1 commit into from
May 31, 2021

Conversation

timothyqiu
Copy link
Member

When updating the parent bone cache, checking whether the parent bone equals itself makes no sense. I believe this is a typo that existed for quite a long time. CC @AndreaCatania

This PR also applies to the 3.x branch. It helps to solve the strange offset of last PhysicalBone after fixing the bone ID (see #48705). The master branch does not have this offset because the joint is always reloaded at the end of ENTER_TREE after the multithread refactoring.

@timothyqiu timothyqiu requested a review from a team as a code owner May 29, 2021 07:52
@Calinou Calinou added bug cherrypick:3.3 cherrypick:3.x Considered for cherry-picking into a future 3.x release topic:physics labels May 29, 2021
@Calinou Calinou added this to the 4.0 milestone May 29, 2021
@akien-mga akien-mga merged commit 4a97424 into godotengine:master May 31, 2021
@akien-mga
Copy link
Member

Thanks!

@akien-mga
Copy link
Member

Cherry-picked for 3.4.

@akien-mga akien-mga removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label May 31, 2021
@timothyqiu timothyqiu deleted the parent-cache branch May 31, 2021 10:33
@akien-mga
Copy link
Member

Cherry-picked for 3.3.3.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants