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KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
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@@ -509,12 +509,6 @@ void PhysicsTestMotionResult2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
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}
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PhysicsTestMotionResult2D::PhysicsTestMotionResult2D() {
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colliding = false;
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result.collider_shape = 0;
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}
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///////////////////////////////////////
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bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {
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