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Merge pull request #54110 from nekomatata/fix-rigid-body-update-collision-layer
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commit
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@ -276,6 +276,7 @@ PhysicsServer2D::BodyMode GodotBody2D::get_mode() const {
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void GodotBody2D::_shapes_changed() {
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_mass_properties_changed();
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wakeup();
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wakeup_neighbours();
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}
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@ -327,6 +327,8 @@ PhysicsServer3D::BodyMode GodotBody3D::get_mode() const {
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void GodotBody3D::_shapes_changed() {
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_mass_properties_changed();
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wakeup();
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wakeup_neighbours();
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}
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void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
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@ -584,7 +584,6 @@ void GodotPhysicsServer3D::body_set_collision_layer(RID p_body, uint32_t p_layer
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ERR_FAIL_COND(!body);
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body->set_collision_layer(p_layer);
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body->wakeup();
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}
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uint32_t GodotPhysicsServer3D::body_get_collision_layer(RID p_body) const {
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@ -599,7 +598,6 @@ void GodotPhysicsServer3D::body_set_collision_mask(RID p_body, uint32_t p_mask)
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ERR_FAIL_COND(!body);
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body->set_collision_mask(p_mask);
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body->wakeup();
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}
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uint32_t GodotPhysicsServer3D::body_get_collision_mask(RID p_body) const {
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