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Fix errors related to joints setup with two non-dynamic bodies #47942

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merged 1 commit into from
Apr 16, 2021

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pouleyKetchoupp
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Abort 2D and 3D joints setup when none of the bodies is dynamic to avoid mathematical problems that lead to cryptic error messages.

Joints can still become valid when body types change, that's why creating the joints in the first place is still supported.

Fixes #47478
Fixes #47872 (comment)

@akien-mga akien-mga merged commit c022582 into godotengine:master Apr 16, 2021
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Thanks!

@pouleyKetchoupp pouleyKetchoupp deleted the joint-check-body-types branch April 16, 2021 14:42
@madmiraal madmiraal mentioned this pull request Apr 17, 2021
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[Godot Physics] Creating a joint between two kinematic bodies results in cryptic error message
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