Remove the "is able to sleep" condition for adding visibility notifier nodes, fixes #19659
I think the previous behavior was more useful, but I understand it's not obvious or discoverable.
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@ -190,7 +190,7 @@ void VisibilityEnabler2D::_find_nodes(Node *p_node) {
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if (enabler[ENABLER_FREEZE_BODIES]) {
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RigidBody2D *rb2d = Object::cast_to<RigidBody2D>(p_node);
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if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || (rb2d->get_mode() == RigidBody2D::MODE_RIGID && !rb2d->is_able_to_sleep())))) {
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if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || rb2d->get_mode() == RigidBody2D::MODE_RIGID))) {
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add = true;
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meta = rb2d->get_mode();
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@ -153,7 +153,7 @@ void VisibilityEnabler::_find_nodes(Node *p_node) {
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if (enabler[ENABLER_FREEZE_BODIES]) {
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RigidBody *rb = Object::cast_to<RigidBody>(p_node);
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if (rb && ((rb->get_mode() == RigidBody::MODE_CHARACTER || (rb->get_mode() == RigidBody::MODE_RIGID && !rb->is_able_to_sleep())))) {
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if (rb && ((rb->get_mode() == RigidBody::MODE_CHARACTER || rb->get_mode() == RigidBody::MODE_RIGID))) {
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add = true;
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meta = rb->get_mode();
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