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sleeping property now should work properly, fixes #1892
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@@ -257,6 +257,8 @@ void BodySW::set_state(PhysicsServer::BodyState p_state, const Variant& p_varian
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Transform t = p_variant;
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t.orthonormalize();
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new_transform=get_transform(); //used as old to compute motion
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if (new_transform==t)
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break;
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_set_transform(t);
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_set_inv_transform(get_transform().inverse());
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@@ -201,7 +201,7 @@ public:
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_FORCE_INLINE_ bool is_active() const { return active; }
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_FORCE_INLINE_ void wakeup() {
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if ((get_space() && active) || mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC)
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if ((!get_space()) || mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC)
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return;
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set_active(true);
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}
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@@ -275,6 +275,8 @@ void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant& p_va
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Matrix32 t = p_variant;
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t.orthonormalize();
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new_transform=get_transform(); //used as old to compute motion
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if (t==new_transform)
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break;
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_set_transform(t);
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_set_inv_transform(get_transform().inverse());
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@@ -203,7 +203,7 @@ public:
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_FORCE_INLINE_ bool is_active() const { return active; }
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_FORCE_INLINE_ void wakeup() {
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if ((get_space() && active) || mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_KINEMATIC)
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if ((!get_space()) || mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_KINEMATIC)
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return;
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set_active(true);
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}
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