Fix CCD bodies adding multiple contact manifolds when using Jolt#110914
Merged
Repiteo merged 1 commit intogodotengine:masterfrom Sep 26, 2025
Merged
Fix CCD bodies adding multiple contact manifolds when using Jolt#110914Repiteo merged 1 commit intogodotengine:masterfrom
Repiteo merged 1 commit intogodotengine:masterfrom
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Contributor
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Tested locally, and it seems to have fixed the errors in my game. :) |
jrouwe
approved these changes
Sep 26, 2025
Repiteo
approved these changes
Sep 26, 2025
Contributor
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Thanks! |
Contributor
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Thank you! |
Contributor
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It happens… Now! Cherry-picked to 4.5 |
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Fixes #110757.
The code in
JoltContactListener3D::_try_add_contacts, as called by Jolt through itsJPH::ContactListenercallback interface, does not currently take into account that CCD collisions can cause it to be called multiple times in a single physics step for the same shape pair. This means that aRigidBody3Dwithcontinuous_cdenabled, as well as a non-zeromax_contacts_reported, can end up with a list of contacts that actually make up two different contact manifolds, which is bad.In 4.5-stable this also resulted in an error about
reserve() called with a capacity smaller than the current size, but which has since been relegated to a--verbosewarning as of #110826.This PR fixes all that by simply doing an early-out from
JoltContactListener3D::_try_add_contactsif the shape pair in question already has a set of contacts.