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Correctly compute inverse_mass when inertia is defined by the user #68659

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merged 1 commit into from
Nov 14, 2022

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BimDav
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@BimDav BimDav commented Nov 14, 2022

Fixes #68655

An early breakprevented the code reaching the inverse_mass calculation

@BimDav BimDav requested a review from a team as a code owner November 14, 2022 17:31
@akien-mga akien-mga added bug topic:physics topic:2d cherrypick:3.5 Considered for cherry-picking into a future 3.5.x release labels Nov 14, 2022
@akien-mga akien-mga added this to the 3.6 milestone Nov 14, 2022
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I checked if this was applicable to 3D and/or 4.0 but those don't seem to have an early break;.

@akien-mga akien-mga merged commit 032190f into godotengine:3.x Nov 14, 2022
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Thanks!

@timothyqiu
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Cherry-picked for 3.5.2

@timothyqiu timothyqiu removed the cherrypick:3.5 Considered for cherry-picking into a future 3.5.x release label Dec 5, 2022
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In 3.5.2 I can still run into something like this if the mass and inertia are set before the body is inserted into the tree. Once it is added to the tree the body acts like mass = 1. If you then set inertia to zero then reset inertia to the desired value the mass behaves as intended.

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5 participants