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use collision mask in vehicle raycast
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@ -407,7 +407,7 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) {
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PhysicsDirectSpaceState3D *ss = s->get_space_state();
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bool col = ss->intersect_ray(source, target, rr, exclude);
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bool col = ss->intersect_ray(source, target, rr, exclude, get_collision_mask());
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wheel.m_raycastInfo.m_groundObject = nullptr;
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