Allow kinematic bodies without shapes to still move, fixes #24775
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@ -717,6 +717,11 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
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}
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if (!shapes_found) {
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if (r_result) {
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*r_result = PhysicsServer::MotionResult();
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r_result->motion = p_motion;
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}
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return false;
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}
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@ -704,6 +704,10 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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}
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if (!shapes_found) {
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if (r_result) {
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*r_result = Physics2DServer::MotionResult();
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r_result->motion = p_motion;
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}
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return false;
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}
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@ -504,6 +504,12 @@ public:
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RID collider;
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int collider_shape;
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Variant collider_metadata;
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MotionResult() {
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collision_local_shape = 0;
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collider_shape = 0;
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collider_id = 0;
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}
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};
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virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.001, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true) = 0;
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@ -492,6 +492,11 @@ public:
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RID collider;
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int collider_shape;
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Variant collider_metadata;
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MotionResult() {
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collision_local_shape = 0;
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collider_id = 0;
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collider_shape = 0;
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}
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};
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virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true) = 0;
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