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Fix SoftDynamicBody3D crash when setting disable mode
Proper logic for changing physics state when disabled and disabled mode is changed (it was unnecessarily making calls to re-initialize physics). Extra error handling in soft body implementations to avoid crashes with invalid mesh.
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@ -116,6 +116,7 @@ void SoftBodyBullet::set_soft_mesh(RID p_mesh) {
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}
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Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
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ERR_FAIL_COND(arrays.is_empty());
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bool success = set_trimesh_body_shape(arrays[RS::ARRAY_INDEX], arrays[RS::ARRAY_VERTEX]);
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if (!success) {
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@ -552,15 +552,9 @@ void SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
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return;
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}
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bool inside_tree = is_inside_tree();
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if (inside_tree && (disable_mode == DISABLE_MODE_REMOVE)) {
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_prepare_physics_server();
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}
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disable_mode = p_mode;
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if (inside_tree && (disable_mode == DISABLE_MODE_REMOVE)) {
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if (mesh.is_valid() && is_inside_tree() && !is_enabled()) {
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_prepare_physics_server();
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}
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}
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@ -139,6 +139,7 @@ void GodotSoftBody3D::set_mesh(RID p_mesh) {
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}
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Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
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ERR_FAIL_COND(arrays.is_empty());
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bool success = create_from_trimesh(arrays[RenderingServer::ARRAY_INDEX], arrays[RenderingServer::ARRAY_VERTEX]);
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if (!success) {
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