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3D Physics and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
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@ -38,7 +38,10 @@
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#include "globals.h"
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#include "thread_jandroid.h"
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#include "core/os/keyboard.h"
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#include "java_class_wrapper.h"
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static JavaClassWrapper *java_class_wrapper=NULL;
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static OS_Android *os_android=NULL;
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@ -934,6 +937,8 @@ JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_step(JNIEnv * env, jobjec
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// ugly hack to initialize the rest of the engine
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// because of the way android forces you to do everything with threads
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java_class_wrapper = memnew( JavaClassWrapper(_godot_instance ));
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Globals::get_singleton()->add_singleton(Globals::Singleton("JavaClassWrapper",java_class_wrapper));
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_initialize_java_modules();
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Main::setup2();
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