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Godot v4.1.1.stable unknown - Artix Linux - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 4000 (IVB GT2) () - Intel(R) Core(TM) i5-3320M CPU @ 2.60GHz (4 Threads)
Issue description
Setting Engine.time_scale to 0 while a non-sleeping RigidBody is on a StaticBody sets all Node2D properties from the RigidBody to nan. Note that this does not happend with SceneTree.paused.
Steps to reproduce
Run the MRP
Press space bar when the RigidBody is on top of the StaticBody. This should set Engine.time_scale to 0
The RigidBody should disappear and have their Node2D properties set to nan
I think I ran into this myself when trying to do time-freeze shenanigans.
My best guess is a division-by-zero error somewhere within collision resolution, probably to do with calculating relative velocities.
If you're after a practical solution, I found that setting time_scale to the smallest nonzero float possible seems to prevent the NaNs from showing up and any movement that was still there effectively got lost in rounding process.
Godot version
4.1.1 stable
System information
Godot v4.1.1.stable unknown - Artix Linux - Vulkan (Compatibility) - Mesa Intel(R) HD Graphics 4000 (IVB GT2) () - Intel(R) Core(TM) i5-3320M CPU @ 2.60GHz (4 Threads)
Issue description
Setting Engine.time_scale to 0 while a non-sleeping RigidBody is on a StaticBody sets all Node2D properties from the RigidBody to nan. Note that this does not happend with SceneTree.paused.
Steps to reproduce
Minimal reproduction project
crash.zip
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