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Fixes #6976
The issue was that when we loop over compounds during physics update, we go over all nodes of the compound entity:
engine/src/framework/components/collision/component.js
Line 694 in 91148f0
Since we use
entity.forEach
, that includes the parent itself, which adds parent compound shape as a child to itself. When 2 such compounds collide, the bullet physics locks in a loop, causing max stack exception.While at it, also changed the frequency of the children shapes transform updates. Instead of removing and adding them every frame if parent moved, they are now updated only when their own transforms changed or they are recreated.
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