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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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@@ -105,6 +105,26 @@ int BroadPhaseBasic::get_subindex(ID p_id) const {
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return E->get().subindex;
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}
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int BroadPhaseBasic::cull_point(const Vector3 &p_point, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices) {
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int rc = 0;
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for (Map<ID, Element>::Element *E = element_map.front(); E; E = E->next()) {
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const Rect3 aabb = E->get().aabb;
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if (aabb.has_point(p_point)) {
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p_results[rc] = E->get().owner;
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p_result_indices[rc] = E->get().subindex;
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rc++;
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if (rc >= p_max_results)
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break;
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}
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}
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return rc;
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}
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int BroadPhaseBasic::cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices) {
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int rc = 0;
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