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3D Physics and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
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@@ -38,6 +38,7 @@
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#include "scene/scene_string_names.h"
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#include "editor_settings.h"
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#include "editor_import_export.h"
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#include "editor_node.h"
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void CustomPropertyEditor::_notification(int p_what) {
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@@ -1619,6 +1620,7 @@ CustomPropertyEditor::CustomPropertyEditor() {
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scene_tree = memnew( SceneTreeDialog );
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add_child(scene_tree);
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scene_tree->connect("selected", this,"_node_path_selected");
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scene_tree->get_tree()->set_show_enabled_subscene(true);
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texture_preview = memnew( TextureFrame );
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add_child( texture_preview);
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@@ -2037,6 +2039,17 @@ void PropertyEditor::update_tree() {
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List<PropertyInfo> plist;
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obj->get_property_list(&plist,true);
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bool draw_red=false;
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{
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Node *nod = obj->cast_to<Node>();
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Node *es = EditorNode::get_singleton()->get_edited_scene();
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if (nod && es!=nod && nod->get_owner()!=es) {
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draw_red=true;
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}
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}
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Color sscolor=get_color("prop_subsection","Editor");
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TreeItem * current_category=NULL;
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@@ -2141,11 +2154,16 @@ void PropertyEditor::update_tree() {
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item->set_metadata( 0, d );
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item->set_metadata( 1, p.name );
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if (draw_red)
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item->set_custom_color(0,Color(0.8,0.4,0.20));
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if (p.name==selected_property) {
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item->select(1);
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}
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//printf("property %s type %i\n",p.name.ascii().get_data(),p.type);
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switch( p.type ) {
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