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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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@@ -484,6 +484,21 @@ public:
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virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL) = 0;
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struct SeparationResult {
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float collision_depth;
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Vector3 collision_point;
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Vector3 collision_normal;
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Vector3 collider_velocity;
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int collision_local_shape;
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ObjectID collider_id;
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RID collider;
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int collider_shape;
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Variant collider_metadata;
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};
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virtual int 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 = 0.001) = 0;
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/* SOFT BODY */
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virtual RID soft_body_create(bool p_init_sleeping = false) = 0;
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