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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26 changed files with 592 additions and 793 deletions
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@ -181,7 +181,7 @@ TypedArray<String> CollisionShape2D::get_configuration_warnings() const {
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TypedArray<String> warnings = Node::get_configuration_warnings();
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if (!Object::cast_to<CollisionObject2D>(get_parent())) {
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warnings.push_back(TTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape."));
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warnings.push_back(TTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
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}
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if (!shape.is_valid()) {
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warnings.push_back(TTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!"));
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