Repository: godot
Issue: Test_move in KinematicBody2D cause game crash
Labels: bug,topic:physics,crash

**Godot version:**
3.2 a69436a


**OS/device including version:**
Ubuntu 19.04


**Issue description:**
Probably, when godot try to do test_move from KinematicBody2D, editor crash with this backtrace

```
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x43f60) [0x7f8013d0ff60] (??:0)
[2] CollisionObject2DSW::is_shape_set_as_disabled(int) const (/home/rafal/Pulpit/godot/servers/physics_2d/collision_object_2d_sw.h:151 (discriminator 7))
[3] Space2DSW::test_body_motion(Body2DSW*, Transform2D const&, Vector2 const&, bool, float, Physics2DServer::MotionResult*, bool) (/home/rafal/Pulpit/godot/servers/physics_2d/space_2d_sw.cpp:770)
[4] Physics2DServerSW::body_test_motion(RID, Transform2D const&, Vector2 const&, bool, float, Physics2DServer::MotionResult*, bool) (/home/rafal/Pulpit/godot/servers/physics_2d/physics_2d_server_sw.cpp:1055 (discriminator 2))
[5] Physics2DServerWrapMT::body_test_motion(RID, Transform2D const&, Vector2 const&, bool, float, Physics2DServer::MotionResult*, bool) (/home/rafal/Pulpit/godot/servers/physics_2d/physics_2d_server_wrap_mt.h:261 (discriminator 2))
[6] KinematicBody2D::test_move(Transform2D const&, Vector2 const&, bool) (/home/rafal/Pulpit/godot/scene/2d/physics_body_2d.cpp:1386 (discriminator 2))
[7] MethodBind3R<bool, Transform2D const&, Vector2 const&, bool>::call(Object*, Variant const**, int, Variant::CallError&) (/home/rafal/Pulpit/godot/./core/method_bind.gen.inc:2505 (discriminator 16))
[8] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (/home/rafal/Pulpit/godot/core/object.cpp:940 (discriminator 1))
[9] Variant::call_ptr(StringName const&, Variant const**, int, Variant*, Variant::CallError&) (/home/rafal/Pulpit/godot/core/variant_call.cpp:1069 (discriminator 1))
[10] GDScriptFunction::call(GDScriptInstance*, Variant const**, int, Variant::CallError&, GDScriptFunction::CallState*) (/home/rafal/Pulpit/godot/modules/gdscript/gdscript_function.cpp:1072)
[11] GDScriptInstance::call_multilevel(StringName const&, Variant const**, int) (/home/rafal/Pulpit/godot/modules/gdscript/gdscript.cpp:1192)
[12] Node::_notification(int) (/home/rafal/Pulpit/godot/scene/main/node.cpp:67)
[13] Node::_notificationv(int, bool) (/home/rafal/Pulpit/godot/./scene/main/node.h:46 (discriminator 14))
[14] CanvasItem::_notificationv(int, bool) (/home/rafal/Pulpit/godot/./scene/2d/canvas_item.h:166 (discriminator 3))
[15] Node2D::_notificationv(int, bool) (/home/rafal/Pulpit/godot/./scene/2d/node_2d.h:38 (discriminator 3))
[16] CollisionObject2D::_notificationv(int, bool) (/home/rafal/Pulpit/godot/./scene/2d/collision_object_2d.h:39 (discriminator 3))
[17] PhysicsBody2D::_notificationv(int, bool) (/home/rafal/Pulpit/godot/scene/2d/physics_body_2d.h:43 (discriminator 3))
[18] KinematicBody2D::_notificationv(int, bool) (/home/rafal/Pulpit/godot/scene/2d/physics_body_2d.h:290 (discriminator 3))
[19] Object::notification(int, bool) (/home/rafal/Pulpit/godot/core/object.cpp:952)
[20] SceneTree::_notify_group_pause(StringName const&, int) (/home/rafal/Pulpit/godot/scene/main/scene_tree.cpp:975)
[21] SceneTree::iteration(float) (/home/rafal/Pulpit/godot/scene/main/scene_tree.cpp:478 (discriminator 2))
[22] Main::iteration() (/home/rafal/Pulpit/godot/main/main.cpp:1896)
[23] OS_X11::run() (/home/rafal/Pulpit/godot/platform/x11/os_x11.cpp:3034)
[24] /usr/bin/godot(main+0xdc) [0x138298e] (/home/rafal/Pulpit/godot/platform/x11/godot_x11.cpp:56)
[25] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7f8013cf2b6b] (??:0)
[26] /usr/bin/godot(_start+0x2a) [0x13827fa] (??:?)
```

**Steps to reproduce:**
1. Run game from minimal project with from repository 
2. Wait a moment

**Minimal reproduction project:**
https://github.com/qarmin/The-worst-Godot-test-project
commit 8d91e274d6ad4267b6045be9a36f5c1db32f1bc5

[Bug.zip](https://github.com/godotengine/godot/files/3254376/Bug.zip)