Fix custom collision shape drawing in physics tests:
CollisionShape debug draw has changed in 3.3 and now requires a body
to be rendered, so the trick to display custom physics shapes in the
physics tests had to be updated.
Cylinder support:
Now cylinders are supported in Godot Physics, so the exception to avoid
spamming errors when cylinders are used can be removed.
Rigid body picking:
Added mouse-picking to Test Shapes in both 2D and 3D.
Added new test for 2D character controller:
Character - Pixels
Functional test for pixel art related issues around KinematicBody and
RigidBody character controllers.
Adjusted existing tests and added more test cases to cover most use
cases from recent fixed issues and regressions for KinematicBody.
Added a more automated way to run all tests with checks to see which
ones failed in character controller tests.
Also fixed some minor issues with the log scrollbar.
Two tests for character controller, with options to use RigidBody2D,
KinematicBody2D or KinematicBody2D with RayShape2D.
Tilemap: Tests for moving and jumping within tilemap blocks, with a
specific one-way collision test case scenario based on Block Climb Test
from https://github.com/madmiraal/godot-gym.
Slopes: Tests for moving and jumping in slopes, with different cases
based on snap and stop-on-slope parameters for kinematic bodies.
Start logging physics tick one frame earlier for each operation
Disable debug collision to avoid rendering bottleneck
Fixes in adding/removing bodies to avoid bottlenecks outside of physics
2D: Increase message queue size to allow adding more objects at once
3D: Remove camera to disable rendering altogether
3D: Fix error with create_rigidbody_box missing default value