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Issue description:
Signal "body_entered" is not triggered, when a physics body enters an area with a collision shape.
Steps to reproduce:
import attached minimal project
add breakpoint to the function "func _on_body_entered(body)" of "collisionShape.gd"
run the project
The result: function _on_body_entered will never run, because "body_entered" signal is not triggered. If you run the same project in Godot 3.1-beta 4, the "body_entered" will get properly triggered.
I saw #26149 (it is clearly marked as a known issue of Beta 6), but the issue reads as a bug affecting FPS in complex levels, not a complete change in how collisions work.
I have now tried the master branch, and the problem I described here cannot be reproduced anymore.
Godot version:
3.1-beta 6
Issue description:
Signal "body_entered" is not triggered, when a physics body enters an area with a collision shape.
Steps to reproduce:
The result: function _on_body_entered will never run, because "body_entered" signal is not triggered. If you run the same project in Godot 3.1-beta 4, the "body_entered" will get properly triggered.
Minimal reproduction project:
collision.zip
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