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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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@@ -214,6 +214,11 @@ bool BodyPairSW::setup(real_t p_step) {
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return false;
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}
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if (A->is_shape_set_as_disabled(shape_A) || B->is_shape_set_as_disabled(shape_B)) {
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collided = false;
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return false;
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}
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offset_B = B->get_transform().get_origin() - A->get_transform().get_origin();
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validate_contacts();
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@@ -313,12 +318,6 @@ bool BodyPairSW::setup(real_t p_step) {
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B->add_contact(global_B, c.normal, depth, shape_B, global_A, shape_A, A->get_instance_id(), A->get_self(), crB);
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}
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if (A->is_shape_set_as_trigger(shape_A) || B->is_shape_set_as_trigger(shape_B) || (A->get_mode() <= PhysicsServer::BODY_MODE_KINEMATIC && B->get_mode() <= PhysicsServer::BODY_MODE_KINEMATIC)) {
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c.active = false;
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collided = false;
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continue;
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}
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c.active = true;
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// Precompute normal mass, tangent mass, and bias.
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