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Don't process CollisionShapes recursively in PropDataCollisionObject, as they only work as a direct child.
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@ -108,10 +108,6 @@ void PropDataCollisionObject::processor_process_collision_objects(Node *node, co
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if (shape.is_valid()) {
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add_collision_shape(current_transform, shape);
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}
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if (c->get_child_count() > 0) {
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processor_process_collision_objects(c, current_transform);
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}
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}
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}
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