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Fix joint RID not being passed to _set in PhysicalBone #44535
Fix joint RID not being passed to _set in PhysicalBone #44535
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Changes should be made for the master branch first - that's a general rule of our contributing pipeline. Could you please create a 4.0 version of this PR? |
I will once @Favkis confirms whether this change fixes his issue or not. |
@Demindiro |
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It works. Now .set works for 6DOF and other types!
2020-12-20.15-45-04.online-video-cutter.com.mp4
As you can see on video, (upper torso is 6DOF), first run character watches up because torso is set to 89 min 90 max. Second time I comment the code and character falls relaxed.
Screenshot with values -125 and -126, works great, upper torso is bent.
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You've redirect it to |
Okay, I'll keep it in mind for next time. |
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Well done. As you suggest:
I think it would be best to remove the default RID() value for the RID j parameter. It's probably better to be explicit to prevent similar bugs in the future.
If you make that change too, I think it will be good to go.
I've added the cherrypick label, because, although the change is not cherrypickable, the change is easy enough to backport and it was originally created as a 3.2 PR. |
@Demindiro Thanks for the update. Please squash your commits into a single commit. |
Also remove default RID() argument from JointData._set()
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Thanks! |
@Demindiro |
@Favkis Can you check if |
Cherry-picked for 3.4.
Was there a follow-up for this? If not, it would be good to open a dedicated issue so that it's not forgotten. |
The joint RID was never passed to the
_set()
function of thejoint_data
, which meant the joints on the PhysicalServer's side wouldn't be updated.Attached is a reproduction project (just the platformer demo but with ragdoll physics). Press tab to toggle between stiff and pudding mode.
I think it would be best to remove the default
RID()
value for theRID j
parameter. It's probably better to be explicit to prevent similar bugs in the future.@Favkis could you check if this patch fixes your issue please?
platformer.zipplatformer.zip (works just well enough for Godot 4)