Check for the use of an empty shape in Bullet Kinematic collisions
(cherry picked from commit ff9a6c4e39
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@ -1273,6 +1273,10 @@ bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTran
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continue;
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}
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if (kin_shape.shape->getShapeType() == EMPTY_SHAPE_PROXYTYPE) {
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continue;
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}
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btTransform shape_transform = p_body_position * kin_shape.transform;
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shape_transform.getOrigin() += r_delta_recover_movement;
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