Fixed 3D physics zero impulse contact reporting #85764
Open
+19
−14
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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?