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Improved kinematic body 2D and 3D, Now can move rigid body
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@@ -902,7 +902,7 @@ bool PhysicsServerSW::body_is_ray_pickable(RID p_body) const {
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return body->is_ray_pickable();
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}
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bool PhysicsServerSW::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, MotionResult *r_result) {
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bool PhysicsServerSW::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result) {
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BodySW *body = body_owner.get(p_body);
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ERR_FAIL_COND_V(!body, false);
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@@ -911,7 +911,7 @@ bool PhysicsServerSW::body_test_motion(RID p_body, const Transform &p_from, cons
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_update_shapes();
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return body->get_space()->test_body_motion(body, p_from, p_motion, body->get_kinematic_margin(), r_result);
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return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, body->get_kinematic_margin(), r_result);
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}
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PhysicsDirectBodyState *PhysicsServerSW::body_get_direct_state(RID p_body) {
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