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Crash in Bullet when changing a CollisionShape #40311
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This issue seems to happen only on master, so it could be due to #38253 (we've synced with Bullet master at the time, not on a stable release). We need to check if it still happens with the current master from Bullet, and if it's the case investigate to make sure we're not causing it and open an issue upstream if needed. |
Actually this is not caused by the collision, it's caused by changing the Changing the
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This is a regression from #39726. Works fine with 480cb25, crashes with bd3a468. |
Internally the flush was moved into the PhysicsServer3D::get_singleton()->sync();
PhysicsServer3D::get_singleton()->flush_queries(); // <--- Shape is not changed at this point.
if (OS::get_singleton()->get_main_loop()->iteration(frame_slice * time_scale)) { // <--- Now the shape changes here.
exit = true;
break;
}
PhysicsServer3D::get_singleton()->step(frame_slice * time_scale); // <---- Process happens here, but the shape is nullptr. I'll provide a fix shortly. |
Fixed with: #40252 |
Reopening, because it still crashes on master 9adf6d3 (i.e. after #40252) with MRP 40311.zip. Console output:
Stack trace:
|
Can you please check: #41096 ? |
Godot version:
Master 9678a41
OS/device including version:
Windows 10
Issue description:
Issue reproduced on master while testing the use case from #40283 (see #40283 (comment))
Callstack:
Steps to reproduce:
Start the reproduction project and wait for the collision to happen.
Repro steps from the original issue:
Minimal reproduction project:
RigidBodyBugMinimal-4.0.zip
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