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Fixes to move and slide and ray separation, implement separation in Godot physics
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@@ -861,12 +861,12 @@ PhysicsDirectBodyState *BulletPhysicsServer::body_get_direct_state(RID p_body) {
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return BulletPhysicsDirectBodyState::get_singleton(body);
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}
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bool BulletPhysicsServer::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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bool BulletPhysicsServer::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result, bool p_exclude_raycast_shapes) {
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RigidBodyBullet *body = rigid_body_owner.get(p_body);
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ERR_FAIL_COND_V(!body, false);
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ERR_FAIL_COND_V(!body->get_space(), false);
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return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, r_result);
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return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, r_result, p_exclude_raycast_shapes);
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}
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int BulletPhysicsServer::body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin) {
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