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Added ray shape and move_and_slide with snapping on 3D.
Added stop_on_slope on 2d part
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@@ -869,6 +869,14 @@ bool BulletPhysicsServer::body_test_motion(RID p_body, const Transform &p_from,
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return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, r_result);
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}
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int BulletPhysicsServer::body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin) {
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RigidBodyBullet *body = rigid_body_owner.get(p_body);
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ERR_FAIL_COND_V(!body, 0);
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ERR_FAIL_COND_V(!body->get_space(), 0);
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return body->get_space()->test_ray_separation(body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
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}
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RID BulletPhysicsServer::soft_body_create(bool p_init_sleeping) {
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SoftBodyBullet *body = bulletnew(SoftBodyBullet);
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body->set_collision_layer(1);
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