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Fix dynamic-stack-buffer-overflow crash when executing random functions on random physics objects
Fixes godotengine#92333 This looks correct, and fixes the ASAN assertion I'm currently getting in my program.
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scene/3d/physics/rigid_body_3d.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -249,7 +249,7 @@ void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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//process additions
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for (int i = 0; i < toadd_count; i++) {
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_body_inout(1, toremove[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
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_body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
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}
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contact_monitor->locked = false;

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