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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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@@ -91,6 +91,7 @@ public:
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virtual bool is_static(ID p_id) const;
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virtual int get_subindex(ID p_id) const;
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virtual int cull_point(const Vector3 &p_point, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = NULL);
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virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = NULL);
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virtual int cull_aabb(const Rect3 &p_aabb, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices = NULL);
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