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Fix RigidDynamicBody collision update after changing collision layer/mask
Changing the collision layer of a sleeping body was not triggering area updates correctly. Bodies need to be active for collision to be checked against already overlapping bodies and areas. Neighbors need to be activated too in order to handle the case where a static body is modified (it can't be activated directly but paired bodies need to check their collision again). In 3D, moved the call to wakeup() from the physics server to GodotBody3D::_shapes_changed to make it consistent with 2D and also handle the case where shapes are modified (_shapes_changed is called in both this case and collision layer changes).
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@ -276,6 +276,7 @@ PhysicsServer2D::BodyMode GodotBody2D::get_mode() const {
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void GodotBody2D::_shapes_changed() {
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_mass_properties_changed();
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wakeup();
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wakeup_neighbours();
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}
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@ -327,6 +327,8 @@ PhysicsServer3D::BodyMode GodotBody3D::get_mode() const {
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void GodotBody3D::_shapes_changed() {
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_mass_properties_changed();
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wakeup();
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wakeup_neighbours();
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}
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void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
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@ -584,7 +584,6 @@ void GodotPhysicsServer3D::body_set_collision_layer(RID p_body, uint32_t p_layer
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ERR_FAIL_COND(!body);
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body->set_collision_layer(p_layer);
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body->wakeup();
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}
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uint32_t GodotPhysicsServer3D::body_get_collision_layer(RID p_body) const {
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@ -599,7 +598,6 @@ void GodotPhysicsServer3D::body_set_collision_mask(RID p_body, uint32_t p_mask)
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ERR_FAIL_COND(!body);
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body->set_collision_mask(p_mask);
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body->wakeup();
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}
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uint32_t GodotPhysicsServer3D::body_get_collision_mask(RID p_body) const {
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