mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-05 23:40:07 +01:00
Enable physics interpolation in all 2D demos (#1070)
This makes uses of the new built-in 2D physics interpolation added in 4.3. For 3D demos, a separate PR requiring `master` will be made later.
This commit is contained in:
@@ -17,8 +17,6 @@ texture_region_size = Vector2i(32, 32)
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0:0/0 = 0
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0:0/0/terrain_set = 0
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0:0/0/terrain = 0
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0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:0/0/physics_layer_0/angular_velocity = 0.0
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0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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0:0/0/terrains_peering_bit/right_side = 0
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0:0/0/terrains_peering_bit/bottom_right_corner = 0
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@@ -29,8 +27,6 @@ texture_region_size = Vector2i(32, 32)
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1:0/0 = 0
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1:0/0/terrain_set = 0
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1:0/0/terrain = 0
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1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:0/0/physics_layer_0/angular_velocity = 0.0
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1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:0/0/terrains_peering_bit/bottom_side = 0
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1:0/0/terrains_peering_bit/bottom_left_corner = 0
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@@ -39,8 +35,6 @@ texture_region_size = Vector2i(32, 32)
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1:0/1/flip_h = true
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1:0/1/terrain_set = 0
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1:0/1/terrain = 0
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1:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:0/1/physics_layer_0/angular_velocity = 0.0
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1:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:0/1/terrains_peering_bit/right_side = 0
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1:0/1/terrains_peering_bit/bottom_right_corner = 0
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@@ -48,8 +42,6 @@ texture_region_size = Vector2i(32, 32)
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2:0/0 = 0
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2:0/0/terrain_set = 0
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2:0/0/terrain = 0
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2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:0/0/physics_layer_0/angular_velocity = 0.0
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2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 8, -16, 8)
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2:0/0/terrains_peering_bit/right_side = 0
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2:0/0/terrains_peering_bit/left_side = 0
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@@ -57,26 +49,18 @@ texture_region_size = Vector2i(32, 32)
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3:0/0 = 0
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3:0/0/terrain_set = 0
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3:0/0/terrain = 0
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3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:0/0/physics_layer_0/angular_velocity = 0.0
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3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 8, -16, 8)
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3:0/0/terrains_peering_bit/left_side = 0
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3:0/1 = 1
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3:0/1/flip_h = true
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3:0/1/terrain_set = 0
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3:0/1/terrain = 0
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3:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:0/1/physics_layer_0/angular_velocity = 0.0
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3:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 8, -16, 8)
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3:0/1/terrains_peering_bit/right_side = 0
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4:0/0 = 0
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4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:0/0/physics_layer_0/angular_velocity = 0.0
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6:0/0 = 0
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6:0/0/terrain_set = 0
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6:0/0/terrain = 0
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6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:0/0/physics_layer_0/angular_velocity = 0.0
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6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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6:0/0/terrains_peering_bit/right_side = 0
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6:0/0/terrains_peering_bit/left_side = 0
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@@ -86,8 +70,6 @@ texture_region_size = Vector2i(32, 32)
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0:1/0 = 0
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0:1/0/terrain_set = 0
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0:1/0/terrain = 0
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0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:1/0/physics_layer_0/angular_velocity = 0.0
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0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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0:1/0/terrains_peering_bit/right_side = 0
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0:1/0/terrains_peering_bit/bottom_right_corner = 0
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@@ -101,8 +83,6 @@ texture_region_size = Vector2i(32, 32)
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1:1/0 = 0
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1:1/0/terrain_set = 0
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1:1/0/terrain = 0
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1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:1/0/physics_layer_0/angular_velocity = 0.0
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1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:1/0/terrains_peering_bit/bottom_side = 0
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1:1/0/terrains_peering_bit/bottom_left_corner = 0
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@@ -113,8 +93,6 @@ texture_region_size = Vector2i(32, 32)
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1:1/1/flip_h = true
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1:1/1/terrain_set = 0
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1:1/1/terrain = 0
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1:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:1/1/physics_layer_0/angular_velocity = 0.0
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1:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:1/1/terrains_peering_bit/right_side = 0
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1:1/1/terrains_peering_bit/bottom_right_corner = 0
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@@ -122,13 +100,9 @@ texture_region_size = Vector2i(32, 32)
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1:1/1/terrains_peering_bit/top_side = 0
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1:1/1/terrains_peering_bit/top_right_corner = 0
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4:1/0 = 0
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4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:1/0/physics_layer_0/angular_velocity = 0.0
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5:1/0 = 0
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5:1/0/terrain_set = 0
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5:1/0/terrain = 0
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5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:1/0/physics_layer_0/angular_velocity = 0.0
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5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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5:1/0/terrains_peering_bit/right_side = 0
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5:1/0/terrains_peering_bit/bottom_side = 0
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@@ -140,8 +114,6 @@ texture_region_size = Vector2i(32, 32)
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6:1/0 = 0
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6:1/0/terrain_set = 0
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6:1/0/terrain = 0
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6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:1/0/physics_layer_0/angular_velocity = 0.0
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6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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6:1/0/terrains_peering_bit/right_side = 0
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6:1/0/terrains_peering_bit/left_side = 0
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@@ -152,8 +124,6 @@ texture_region_size = Vector2i(32, 32)
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7:1/0 = 0
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7:1/0/terrain_set = 0
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7:1/0/terrain = 0
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7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:1/0/physics_layer_0/angular_velocity = 0.0
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7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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7:1/0/terrains_peering_bit/left_side = 0
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7:1/0/terrains_peering_bit/top_left_corner = 0
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@@ -162,8 +132,6 @@ texture_region_size = Vector2i(32, 32)
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7:1/1/flip_h = true
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7:1/1/terrain_set = 0
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7:1/1/terrain = 0
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7:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:1/1/physics_layer_0/angular_velocity = 0.0
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7:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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7:1/1/terrains_peering_bit/right_side = 0
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7:1/1/terrains_peering_bit/top_side = 0
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@@ -172,8 +140,6 @@ texture_region_size = Vector2i(32, 32)
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1:2/0 = 0
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1:2/0/terrain_set = 0
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1:2/0/terrain = 0
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1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:2/0/physics_layer_0/angular_velocity = 0.0
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1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:2/0/terrains_peering_bit/right_side = 0
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1:2/0/terrains_peering_bit/bottom_right_corner = 0
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@@ -186,8 +152,6 @@ texture_region_size = Vector2i(32, 32)
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1:2/1/flip_h = true
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1:2/1/terrain_set = 0
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1:2/1/terrain = 0
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1:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:2/1/physics_layer_0/angular_velocity = 0.0
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1:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:2/1/terrains_peering_bit/right_side = 0
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1:2/1/terrains_peering_bit/bottom_right_corner = 0
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@@ -200,8 +164,6 @@ texture_region_size = Vector2i(32, 32)
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2:2/0 = 0
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2:2/0/terrain_set = 0
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2:2/0/terrain = 0
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2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:2/0/physics_layer_0/angular_velocity = 0.0
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2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, 16, -16, 16)
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2:2/0/terrains_peering_bit/bottom_side = 0
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2:2/0/terrains_peering_bit/bottom_left_corner = 0
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@@ -210,22 +172,16 @@ texture_region_size = Vector2i(32, 32)
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2:2/1/flip_h = true
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2:2/1/terrain_set = 0
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2:2/1/terrain = 0
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2:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:2/1/physics_layer_0/angular_velocity = 0.0
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2:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 16, -16, 16)
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2:2/1/terrains_peering_bit/right_side = 0
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2:2/1/terrains_peering_bit/bottom_right_corner = 0
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2:2/1/terrains_peering_bit/bottom_side = 0
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4:2/0 = 0
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4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:2/0/physics_layer_0/angular_velocity = 0.0
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5:2/next_alternative_id = 2
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5:2/0 = 0
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5:2/0/terrain_set = 0
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5:2/0/terrain = 0
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5:2/0/probability = 0.0
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5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:2/0/physics_layer_0/angular_velocity = 0.0
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5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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5:2/0/terrains_peering_bit/bottom_side = 0
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5:2/0/terrains_peering_bit/bottom_left_corner = 0
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@@ -237,8 +193,6 @@ texture_region_size = Vector2i(32, 32)
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5:2/1/terrain_set = 0
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5:2/1/terrain = 0
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5:2/1/probability = 0.0
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5:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:2/1/physics_layer_0/angular_velocity = 0.0
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5:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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5:2/1/terrains_peering_bit/right_side = 0
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5:2/1/terrains_peering_bit/bottom_right_corner = 0
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@@ -247,18 +201,12 @@ texture_region_size = Vector2i(32, 32)
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5:2/1/terrains_peering_bit/top_right_corner = 0
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6:2/next_alternative_id = 2
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6:2/0 = 0
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6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:2/0/physics_layer_0/angular_velocity = 0.0
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6:2/1 = 1
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6:2/1/flip_h = true
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6:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:2/1/physics_layer_0/angular_velocity = 0.0
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2:3/next_alternative_id = 3
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2:3/0 = 0
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2:3/0/terrain_set = 0
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2:3/0/terrain = 0
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2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/0/physics_layer_0/angular_velocity = 0.0
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2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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2:3/0/terrains_peering_bit/right_side = 0
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2:3/0/terrains_peering_bit/bottom_right_corner = 0
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@@ -271,8 +219,6 @@ texture_region_size = Vector2i(32, 32)
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2:3/1/flip_h = true
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2:3/1/terrain_set = 0
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2:3/1/terrain = 0
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2:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/1/physics_layer_0/angular_velocity = 0.0
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2:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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2:3/1/terrains_peering_bit/right_side = 0
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2:3/1/terrains_peering_bit/bottom_right_corner = 0
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@@ -284,8 +230,6 @@ texture_region_size = Vector2i(32, 32)
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3:3/0 = 0
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3:3/0/terrain_set = 0
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3:3/0/terrain = 0
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3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/0/physics_layer_0/angular_velocity = 0.0
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3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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3:3/0/terrains_peering_bit/right_side = 0
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3:3/0/terrains_peering_bit/bottom_right_corner = 0
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@@ -296,8 +240,6 @@ texture_region_size = Vector2i(32, 32)
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4:3/0/terrain_set = 0
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4:3/0/terrain = 0
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4:3/0/probability = 0.0
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4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/0/physics_layer_0/angular_velocity = 0.0
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4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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4:3/0/terrains_peering_bit/right_side = 0
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4:3/0/terrains_peering_bit/bottom_right_corner = 0
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@@ -308,8 +250,6 @@ texture_region_size = Vector2i(32, 32)
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5:3/0/terrain_set = 0
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5:3/0/terrain = 0
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5:3/0/probability = 0.25
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5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:3/0/physics_layer_0/angular_velocity = 0.0
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5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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5:3/0/terrains_peering_bit/right_side = 0
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5:3/0/terrains_peering_bit/bottom_right_corner = 0
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