Closed antont closed 10 years ago
this may be due to scene manipulations being done in a physics collision callback handler, we'll probably workaround now.
ah and that 'manipulations' involves deleting all objects first, so not too surprising :p
ok i think this can be done here, i can try if have time soon .. but do feel free anyone -- just check if the first signal emit on bodyA resulted in removal of bodyB (just do getentity for it), or? worth a try it seems to me.
https://github.com/realXtend/tundra/blob/tundra2/src/Core/PhysicsModule/PhysicsWorld.cpp#L319
@antont (et al.), please remember to edit the crash dumps prior posting (f.ex. simply use the markdown syntax for code/text) - they mess up the issue tracker by causing lots of references to ancient issues. I have fixed your OP for now.