Put dead matadors on a corpse collision layer
A killed matador's ragdoll shared the WORLD layer with the bull, so the bull collided with the bodies and spazzed out on them. Give corpses a dedicated CORPSE layer masked to itself, and tag the ground/walls with CORPSE too (at level load, so it also reaches colliders baked into the instanced GLB arenas). The corpse still rests on the arena, but the bull — which only masks WORLD — passes straight through the bodies. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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+10
-3
@@ -4,6 +4,8 @@ extends RefCounted
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## limited swing/twist (DP-tunable) so the corpse keeps its silhouette instead of
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## folding into a flat "deflated" pile; the cape stays free (PIN) so it drapes.
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const PhysicsLayers = preload("res://physics_layers.gd")
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# [bone, radius] → sphere collider; [bone, radius, height] → capsule.
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const _BONES: Array = [
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["matador", 0.18],
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@@ -53,10 +55,15 @@ static func build(skeleton: Skeleton3D) -> PhysicalBoneSimulator3D:
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pb.bone_name = bname
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pb.mass = 0.4
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pb.linear_damp = 0.1
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pb.collision_layer = 1
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pb.collision_mask = 1
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# The ragdoll only simulates once the matador is dead, so it lives on the CORPSE
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# layer and masks to CORPSE alone: it rests on the ground/walls (which also carry
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# CORPSE) but the bull — which collides only with WORLD — passes straight through
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# the bodies instead of tripping over them.
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pb.collision_layer = PhysicsLayers.CORPSE
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pb.collision_mask = PhysicsLayers.CORPSE
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if bname.begins_with("Bone"):
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# Cape: floppy cloth — free swing, light, draggy, one-way collision.
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# Cape: floppy cloth — free swing, light, draggy, one-way collision (layer 0
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# so nothing collides with it; it still drapes on the CORPSE-masked ground).
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pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
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pb.mass = 0.15
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pb.linear_damp = 0.5
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