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Issue description:
When you scale the transform of a CollisionShape, that has a HeightMapShape assigned as the shape, the scaling doesn't seem to make any difference in physics, only rendering.
Either way, I don't know about the technical side but if they're not meant to be scaled that seems kind of counter-intuitive and can be troublesome for new users, in my opinion.
Either way, I don't know about the technical side but if they're not meant to be scaled that seems kind of counter-intuitive and can be troublesome for new users, in my opinion.
Godot version:
Godot 3.2.3
OS/device including version:
Arch Linux
Issue description:
![godot-scaling-bug](https://user-images.githubusercontent.com/25486263/111194916-59b43a80-85c4-11eb-9171-315bbba13b8a.gif)
When you scale the transform of a CollisionShape, that has a HeightMapShape assigned as the shape, the scaling doesn't seem to make any difference in physics, only rendering.
Minimal reproduction project:
scaling-bug.zip
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