Fix cast_motion sometimes failing #43923
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Currently,
cast_motion()
sometimes fails. In Godot physics, it fails when theShape
being cast is already colliding with or inside anotherShape
. This in turn causes theClippedCamera3D
to fail. In Bullet physics, it fails when the motion is zero (or close to zero).This PR:
Shape
is inside of, or already colliding with anotherShape
.Fixes #43588.