Reworked how servers preallocate RIDs, should fix #10970

This commit is contained in:
Juan Linietsky 2017-11-09 23:34:01 -03:00
parent 0de6cba7e7
commit 192a4d7de5
27 changed files with 196 additions and 99 deletions

View file

@ -587,7 +587,9 @@ Map<TileMap::PosKey, TileMap::Quadrant>::Element *TileMap::_create_quadrant(cons
xform.set_origin(q.pos);
//q.canvas_item = VisualServer::get_singleton()->canvas_item_create();
q.body = Physics2DServer::get_singleton()->body_create(use_kinematic ? Physics2DServer::BODY_MODE_KINEMATIC : Physics2DServer::BODY_MODE_STATIC);
q.body = Physics2DServer::get_singleton()->body_create();
Physics2DServer::get_singleton()->body_set_mode(q.body, use_kinematic ? Physics2DServer::BODY_MODE_KINEMATIC : Physics2DServer::BODY_MODE_STATIC);
Physics2DServer::get_singleton()->body_attach_object_instance_id(q.body, get_instance_id());
Physics2DServer::get_singleton()->body_set_collision_layer(q.body, collision_layer);
Physics2DServer::get_singleton()->body_set_collision_mask(q.body, collision_mask);