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Description
Describe the Bug
After some actions, such as moving an object, the object sinks into the ground during a step. This is most likely because the contact points are not calculated correctly.
A part of the problem have been fixed in #4070. However, several other situations remain wrong:
- Supervisor
saveState
thenloadState
: bugs even if the node did not move between the save and the load. - Supervisor
saveState
thenloadState
+node.resetPhysics
: **works since Fix physic reset bug #4070 **, but we do not want to usenode.resetPhysics
withloadState
- Move/Insert node in SceneTree
- Move node in GUI
- Reset: bugs (even if nothing moved) only in multi threading
Regarding the reset (only in multithreading), it is disturbing because you can have a bug by doing something like thing:
- Load a world with a ball on a floor
- Step: nothing move
- Reset
- Step: the ball sinks on the ground.
I thought that handleInitialCollisions
(called at the loading of the world) was the solution, but it is also called in the reset and does not work.