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Issue description:
Rotating/translating CollisionShape node attached to RigidBody affects physics (gravity) on rigid body when Bullet engine is used. GodotPhysics is unaffected. Basically, rigid body either is not falling down or starts to fly/float.
Steps to reproduce:
Run project attached. Switch between Bullet and GodotPhysics engine.
If I open the attached project and try it with Bullet Physics the cube just stays floating in the middle of the air. If I change the physics to Godot Physics it falls as expected. I'm using 3.2.4 RC5.
Godot version:
v3.0-rc1_x11.64
OS/device including version:
Debian 9 64-bit
Issue description:
Rotating/translating CollisionShape node attached to RigidBody affects physics (gravity) on rigid body when Bullet engine is used. GodotPhysics is unaffected. Basically, rigid body either is not falling down or starts to fly/float.
Steps to reproduce:
Run project attached. Switch between Bullet and GodotPhysics engine.
Minimal reproduction project:
GodotCollisionShapeBug.zip
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