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Fix potential crash.
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@ -605,7 +605,7 @@ void VoxelChunkDefault::create_colliders(const int mesh_index, const int layer_m
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PhysicsServer::get_singleton()->body_set_state(body_rid, PhysicsServer::BODY_STATE_TRANSFORM, get_transform());
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PhysicsServer::get_singleton()->body_set_state(body_rid, PhysicsServer::BODY_STATE_TRANSFORM, get_transform());
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if (get_voxel_world()->is_inside_world()) {
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if (get_voxel_world()->is_inside_tree() && get_voxel_world()->is_inside_world()) {
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Ref<World> world = get_voxel_world()->get_world();
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Ref<World> world = get_voxel_world()->get_world();
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if (world.is_valid() && world->get_space() != RID())
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if (world.is_valid() && world->get_space() != RID())
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@ -643,7 +643,7 @@ void VoxelChunkDefault::create_colliders_area(const int mesh_index, const int la
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PhysicsServer::get_singleton()->area_set_collision_layer(area_rid, layer_mask);
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PhysicsServer::get_singleton()->area_set_collision_layer(area_rid, layer_mask);
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PhysicsServer::get_singleton()->area_set_collision_mask(area_rid, layer_mask);
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PhysicsServer::get_singleton()->area_set_collision_mask(area_rid, layer_mask);
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if (get_voxel_world()->is_inside_world()) {
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if (get_voxel_world()->is_inside_tree() && get_voxel_world()->is_inside_world()) {
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Ref<World> world = get_voxel_world()->get_world();
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Ref<World> world = get_voxel_world()->get_world();
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if (world.is_valid() && world->get_space() != RID())
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if (world.is_valid() && world->get_space() != RID())
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