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-improved physics ccd
-html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
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@@ -49,7 +49,7 @@ void Step2DSW::_populate_island(Body2DSW* p_body,Body2DSW** p_island,Constraint2
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if (i==E->get())
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continue;
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Body2DSW *b = c->get_body_ptr()[i];
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if (b->get_island_step()==_step || b->get_mode()==Physics2DServer::BODY_MODE_STATIC)
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if (b->get_island_step()==_step || b->get_mode()==Physics2DServer::BODY_MODE_STATIC || b->get_mode()==Physics2DServer::BODY_MODE_KINEMATIC)
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continue; //no go
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_populate_island(c->get_body_ptr()[i],p_island,p_constraint_island);
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}
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@@ -87,8 +87,10 @@ void Step2DSW::_check_suspend(Body2DSW *p_island,float p_delta) {
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Body2DSW *b = p_island;
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while(b) {
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if (b->get_mode()==Physics2DServer::BODY_MODE_STATIC)
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if (b->get_mode()==Physics2DServer::BODY_MODE_STATIC || b->get_mode()==Physics2DServer::BODY_MODE_KINEMATIC) {
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b=b->get_island_next();
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continue; //ignore for static
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}
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if (!b->sleep_test(p_delta))
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can_sleep=false;
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@@ -101,8 +103,10 @@ void Step2DSW::_check_suspend(Body2DSW *p_island,float p_delta) {
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b = p_island;
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while(b) {
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if (b->get_mode()==Physics2DServer::BODY_MODE_STATIC)
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if (b->get_mode()==Physics2DServer::BODY_MODE_STATIC || b->get_mode()==Physics2DServer::BODY_MODE_KINEMATIC) {
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b=b->get_island_next();
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continue; //ignore for static
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}
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bool active = b->is_active();
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@@ -210,8 +214,9 @@ void Step2DSW::step(Space2DSW* p_space,float p_delta,int p_iterations) {
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b = body_list->first();
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while(b) {
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const SelfList<Body2DSW>*n=b->next();
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b->self()->integrate_velocities(p_delta);
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b=b->next();
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b=n; // in case it shuts itself down
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}
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/* SLEEP / WAKE UP ISLANDS */
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