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Lots of work on Audio & Physics engine:
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
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@@ -32,12 +32,13 @@
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bool AreaPairSW::setup(real_t p_step) {
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if (!area->test_collision_mask(body)) {
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colliding = false;
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return false;
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}
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bool result = false;
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bool result = CollisionSolverSW::solve_static(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), NULL, this);
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if (area->is_shape_set_as_disabled(area_shape) || body->is_shape_set_as_disabled(body_shape)) {
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result = false;
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} else if (area->test_collision_mask(body) && CollisionSolverSW::solve_static(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), NULL, this)) {
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result = true;
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}
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if (result != colliding) {
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@@ -95,14 +96,13 @@ AreaPairSW::~AreaPairSW() {
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bool Area2PairSW::setup(real_t p_step) {
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if (!area_a->test_collision_mask(area_b)) {
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colliding = false;
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return false;
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bool result = false;
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if (area_a->is_shape_set_as_disabled(shape_a) || area_b->is_shape_set_as_disabled(shape_b)) {
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result = false;
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} else if (area_a->test_collision_mask(area_b) && CollisionSolverSW::solve_static(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), NULL, this)) {
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result = true;
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}
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//bool result = area_a->test_collision_mask(area_b) && CollisionSolverSW::solve(area_a->get_shape(shape_a),area_a->get_transform() * area_a->get_shape_transform(shape_a),Vector2(),area_b->get_shape(shape_b),area_b->get_transform() * area_b->get_shape_transform(shape_b),Vector2(),NULL,this);
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bool result = CollisionSolverSW::solve_static(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), NULL, this);
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if (result != colliding) {
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if (result) {
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