Warning, lots of text incoming!
Hello everyone! I'm making a game that involves platforms that collapse when an object hits it, like a boulder. However, I have two issues;
Bug #1:

Whenever the player collides with a platform that has been hit by a block or another platform, the player can unbalance it. I have tried removing the mask and layer collision for the platform and pole holding it, but to no avail.
Increasing gravity makes the platforms jitter a bit, and I use "Is Sleeping" to make sure that the player (A KinematicBody) doesn't make it tumble if the platform hasn't collided with a rigid body anything.
Bug #2:

I suspect that if bug #1 is fixed, it should fix #2. The problem is similar to the first one, and that the player can push everything.
Here is the player code (Which is a bit old, but works):
extends KinematicBody
# Cameras
var view_sensitivity = 1.5 / 10
var camera_angle = 0
var camera_change = Vector2()
# Vectors
var velocity = Vector3()
var direction = Vector3()
# Moving
var gravity = -9.8 * 3
const MAX_SPEED = 5
const MAX_RUNNING_SPEED = 10
const MAX_CROUCHING_SPEED = 2
const ACCEL = 10
const DEACCEL = 10
var jump_height = 10
var canSprint = true
func _ready():
$PlayerMesh.hide()
func _physics_process(delta):
walk(delta)
# The chunk of code that makes the player move.
func walk(delta):
var speed
direction = Vector3()
var aim = $Head/Camera.get_global_transform().basis
# Walking
if Input.is_action_pressed("move_up"):
direction -= aim.z
if Input.is_action_pressed("move_down"):
direction += aim.z
if Input.is_action_pressed("move_left"):
direction -= aim.x
if Input.is_action_pressed("move_right"):
direction += aim.x
direction.y = 0
direction = direction.normalized()
speed = MAX_SPEED
direction = direction.normalized()
velocity.y += gravity * delta
var temp_velocity = velocity
temp_velocity.y = 0
if Input.is_action_pressed("move_sprint") && canSprint:
speed = MAX_RUNNING_SPEED
var target = direction * speed
var acceleration
if direction.dot(temp_velocity) > 0:
acceleration = ACCEL
else:
acceleration = DEACCEL
temp_velocity = temp_velocity.linear_interpolate(target, acceleration * delta)
velocity.x = temp_velocity.x
velocity.z = temp_velocity.z
velocity = move_and_slide(velocity, Vector3(0, 1, 0))
if Input.is_action_pressed("move_jump") && is_on_floor():
velocity.y = jump_height
func death():
pass
func _input(event):
if event is InputEventMouseMotion:
$Head.rotate_y(-deg2rad(event.relative.x * view_sensitivity))
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
var change = -event.relative.y * view_sensitivity
if change + camera_angle < 90 and change + camera_angle > -90:
$Head/Camera.rotate_x(deg2rad(change))
camera_angle += change