Fix debug contact count not being initialized when using Jolt Physics #101231
+1
−1
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Fixes #101212.
This adds a zeroing out of the
JoltContactListener3D::debug_contact_count
member variable.Without this you would (at least with the libstdc++ implementation of
std::atomic
) end up with a random (typically large) value on the first engine iteration in optimized builds, which caused out-of-bounds crashes when using the "Visible Collision Shapes" debug option, aka--debug-collisions
.