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Fixed 3D physics zero impulse contact reporting #85764

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@darthLeviN darthLeviN commented Dec 4, 2023

There is a bug where collisions go reported with zero impulse when a contact starts.
This is because the impulse is calculated AFTER the data gets submited.
I moved the submission to the solve step. I don't know if this interferes with multithreading. please test.

Fixes #73541

My Minimal reproduction project for the bug :
collision_reporting_1.zip

Never mind the late assert. the only important one is for first contact.

Relates to #81654

Should i follow the same approach as this pull request instead? Does my method create duplicate collisions?

@darthLeviN darthLeviN requested a review from a team as a code owner December 4, 2023 22:22
@Calinou Calinou added this to the 4.3 milestone Dec 6, 2023
@KoBeWi KoBeWi modified the milestones: 4.3, 4.4 Aug 4, 2024
@Repiteo Repiteo modified the milestones: 4.4, 4.5 Feb 24, 2025
@Repiteo Repiteo closed this Mar 3, 2025
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Repiteo commented Mar 3, 2025

Whoops, wrong PR

In any case, this will need a rebase

@Repiteo Repiteo reopened this Mar 3, 2025
@Repiteo Repiteo removed the archived label Mar 3, 2025
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PhysicsDirectBodyState3D.get_contact_impulse() returns zero vector on first frame of collision
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