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Stop ShapeCast3D drawing when debug collisions off
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@ -205,7 +205,7 @@ bool ShapeCast3D::is_enabled() const {
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void ShapeCast3D::set_target_position(const Vector3 &p_point) {
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target_position = p_point;
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if (is_inside_tree()) {
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if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
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_update_debug_shape();
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}
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update_gizmos();
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@ -306,7 +306,7 @@ real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {
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}
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void ShapeCast3D::resource_changed(Ref<Resource> p_res) {
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if (is_inside_tree()) {
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if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
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_update_debug_shape();
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}
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update_gizmos();
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@ -327,7 +327,7 @@ void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {
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shape_rid = shape->get_rid();
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}
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if (is_inside_tree()) {
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if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
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_update_debug_shape();
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}
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