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Refactor Jolt-related project settings to only be loaded as needed
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18 changed files with 137 additions and 247 deletions
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@ -118,7 +118,7 @@ JoltJoint3D::JoltJoint3D(const JoltJoint3D &p_old_joint, JoltBody3D *p_body_a, J
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body_b->add_joint(this);
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}
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if (body_b == nullptr && JoltProjectSettings::use_joint_world_node_a()) {
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if (body_b == nullptr && JoltProjectSettings::joint_world_node == JOLT_JOINT_WORLD_NODE_A) {
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// The joint scene nodes will, when omitting one of the two body nodes, always pass in a
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// null `body_b` to indicate it being the "world node", regardless of which body node you
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// leave blank. So we need to correct for that if we wish to use the arguably more intuitive
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