Mikael Hermansson
Mikael Hermansson
@jrouwe It's not clear to me how one reliably avoids this `std::abort` in `QuadTree::AllocateNode`, other than to make use of `AddBodiesPrepare` and whatnot. I'm assuming I can call [`JoltSpace3D::try_optimize`](https://github.com/godot-jolt/godot-jolt/blob/73aebc5f1fb6b4fa532f479fcf9b190f911c8e52/src/spaces/jolt_space_3d.cpp#L431-L447) as...
@RonYanDaik Were you able to create some sort of reproduction project for this issue, or experiment with raising the max number of bodies, as suggested above?
Closing this as cannot reproduce. Let us know if this is still a problem.
I believe I tracked down the remaining issue with typed arrays. I put up a PR for it here: #731.
> godot-tools v2.3.0 > When I hit F5 I see the game opening up, I see output in the debug console, hitting a breakpoint does stop on the breakpoint but...
> is there any workaround I can use in my code for now to replace the arrays? Making them untyped is the only workaround I can think of. So you'd...
> Excuse the double post, but just confirmed that this doesn't happen in 0.12.0 stable. I haven't had a chance to look into this, but are you saying that you...
Ah, that makes more sense. I'm not sure why I didn't read it as such. I'll take a look.
It does seem like this has something to do with the fact that you're moving a `StaticBody3D`. If you change `Box3` to instead be an `AnimatableBody3D` you'll find that the...
> As you can't directly inherit `PhysicsBody3D` and AnimatableBody3D already has some things i wouldn't like to interfere(It's thought as far as i know for platforms and similar things that...