diff --git a/Robust.Client/Physics/PhysicsSystem.Predict.cs b/Robust.Client/Physics/PhysicsSystem.Predict.cs index af16a3fd023..c21ea92d38d 100644 --- a/Robust.Client/Physics/PhysicsSystem.Predict.cs +++ b/Robust.Client/Physics/PhysicsSystem.Predict.cs @@ -156,7 +156,6 @@ internal void UpdateIsTouching(List toUpdate) if (activeA == false && activeB == false) { - contact.IsTouching = false; continue; } diff --git a/Robust.Shared/Physics/Dynamics/Contacts/Contact.cs b/Robust.Shared/Physics/Dynamics/Contacts/Contact.cs index e588fc93952..fb27d6eae5a 100644 --- a/Robust.Shared/Physics/Dynamics/Contacts/Contact.cs +++ b/Robust.Shared/Physics/Dynamics/Contacts/Contact.cs @@ -35,6 +35,7 @@ using Robust.Shared.Physics.Collision.Shapes; using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Systems; +using Robust.Shared.ViewVariables; namespace Robust.Shared.Physics.Dynamics.Contacts { @@ -94,11 +95,13 @@ internal Contact(IManifoldManager manifoldManager) /// /// Determines whether the contact is touching. /// + [ViewVariables] public bool IsTouching { get; internal set; } /// Enable/disable this contact. This can be used inside the pre-solve /// contact listener. The contact is only disabled for the current /// time step (or sub-step in continuous collisions). + [ViewVariables] public bool Enabled { get; set; } ///