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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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@@ -275,9 +275,9 @@ void World3D::set_environment(const Ref<Environment> &p_environment) {
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environment = p_environment;
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if (environment.is_valid())
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VS::get_singleton()->scenario_set_environment(scenario, environment->get_rid());
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RS::get_singleton()->scenario_set_environment(scenario, environment->get_rid());
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else
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VS::get_singleton()->scenario_set_environment(scenario, RID());
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RS::get_singleton()->scenario_set_environment(scenario, RID());
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emit_changed();
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}
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@@ -294,9 +294,9 @@ void World3D::set_fallback_environment(const Ref<Environment> &p_environment) {
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fallback_environment = p_environment;
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if (fallback_environment.is_valid())
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VS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
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RS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
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else
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VS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
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RS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
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emit_changed();
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}
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@@ -310,9 +310,9 @@ void World3D::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
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camera_effects = p_camera_effects;
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if (camera_effects.is_valid())
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VS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
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RS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
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else
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VS::get_singleton()->scenario_set_camera_effects(scenario, RID());
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RS::get_singleton()->scenario_set_camera_effects(scenario, RID());
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}
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Ref<CameraEffects> World3D::get_camera_effects() const {
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@@ -320,9 +320,9 @@ Ref<CameraEffects> World3D::get_camera_effects() const {
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return camera_effects;
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}
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PhysicsDirectSpaceState *World3D::get_direct_space_state() {
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PhysicsDirectSpaceState3D *World3D::get_direct_space_state() {
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return PhysicsServer::get_singleton()->space_get_direct_state(space);
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return PhysicsServer3D::get_singleton()->space_get_direct_state(space);
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}
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void World3D::get_camera_list(List<Camera3D *> *r_cameras) {
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@@ -353,15 +353,15 @@ void World3D::_bind_methods() {
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World3D::World3D() {
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space = PhysicsServer::get_singleton()->space_create();
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scenario = VisualServer::get_singleton()->scenario_create();
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space = PhysicsServer3D::get_singleton()->space_create();
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scenario = RenderingServer::get_singleton()->scenario_create();
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PhysicsServer::get_singleton()->space_set_active(space, true);
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PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8));
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PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
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PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1));
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PhysicsServer3D::get_singleton()->space_set_active(space, true);
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
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PhysicsServer::get_singleton()->area_set_param(space, PhysicsServer::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
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#ifdef _3D_DISABLED
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@@ -373,8 +373,8 @@ World3D::World3D() {
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World3D::~World3D() {
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PhysicsServer::get_singleton()->free(space);
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VisualServer::get_singleton()->free(scenario);
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PhysicsServer3D::get_singleton()->free(space);
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RenderingServer::get_singleton()->free(scenario);
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#ifndef _3D_DISABLED
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memdelete(indexer);
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