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Fixed unnecessary bvh tree updates when calling set_pairable
Dynamic BVH doesn't update the tree anymore when calling set_pairable with no parameter change. Also modified Godot Physics broadphase to create objects directly with pairable (static) set correctly to make use of this optimization for the BVH broadphase. Note: Octree broadphase doesn't use this optimization because it forces an update on move, so passing the proper AABB and static parameters on creation would cause the tree to update twice.
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@@ -80,7 +80,7 @@ class BroadPhaseBasic : public BroadPhaseSW {
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public:
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// 0 is an invalid ID
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virtual ID create(CollisionObjectSW *p_object, int p_subindex = 0, const AABB &p_aabb = AABB());
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virtual ID create(CollisionObjectSW *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false);
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virtual void move(ID p_id, const AABB &p_aabb);
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virtual void set_static(ID p_id, bool p_static);
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virtual void remove(ID p_id);
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