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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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@@ -66,6 +66,11 @@ int BroadPhaseOctree::get_subindex(ID p_id) const {
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return octree.get_subindex(p_id);
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}
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int BroadPhaseOctree::cull_point(const Vector3 &p_point, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices) {
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return octree.cull_point(p_point, p_results, p_max_results, p_result_indices);
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}
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int BroadPhaseOctree::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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return octree.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices);
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