Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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390 changed files with 10701 additions and 10702 deletions
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@ -36,7 +36,7 @@
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#include "scene/resources/ray_shape_3d.h"
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#include "scene/resources/sphere_shape_3d.h"
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#include "scene/resources/world_margin_shape_3d.h"
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#include "servers/visual_server.h"
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#include "servers/rendering_server.h"
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//TODO: Implement CylinderShape and HeightMapShape?
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#include "core/math/quick_hull.h"
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#include "mesh_instance_3d.h"
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@ -196,7 +196,7 @@ bool CollisionShape3D::is_disabled() const {
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CollisionShape3D::CollisionShape3D() {
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//indicator = VisualServer::get_singleton()->mesh_create();
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//indicator = RenderingServer::get_singleton()->mesh_create();
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disabled = false;
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debug_shape = NULL;
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parent = NULL;
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@ -207,7 +207,7 @@ CollisionShape3D::CollisionShape3D() {
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CollisionShape3D::~CollisionShape3D() {
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if (!shape.is_null())
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shape->unregister_owner(this);
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//VisualServer::get_singleton()->free(indicator);
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//RenderingServer::get_singleton()->free(indicator);
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}
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void CollisionShape3D::_update_debug_shape() {
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