Physics Interpolation - Move 3D FTI to SceneTree
Moves 3D interpolation from server to the client code (`SceneTree`). Complete rework of 3D physics interpolation, but using the same user API.
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@ -87,6 +87,8 @@ protected:
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void _canvas_item_add_multiline_bind_compat_84523(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = -1.0);
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void _canvas_item_add_rect_bind_compat_84523(RID p_item, const Rect2 &p_rect, const Color &p_color);
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void _canvas_item_add_circle_bind_compat_84523(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color);
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void _instance_set_interpolated_bind_compat_104269(RID p_instance, bool p_interpolated);
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void _instance_reset_physics_interpolation_bind_compat_104269(RID p_instance);
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static void _bind_compatibility_methods();
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#endif
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@ -1442,8 +1444,6 @@ public:
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virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
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virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
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virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
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virtual void instance_set_interpolated(RID p_instance, bool p_interpolated) = 0;
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virtual void instance_reset_physics_interpolation(RID p_instance) = 0;
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virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
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virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
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virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
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