Fix physics glitch with TileMap moving platforms
Added a parameter in test_body_motion to exclude attached objects from collision, used to avoid collision with all TileMap tiles with moving platform motion instead of just the one tile the character touches. Same changes made in 3D for consistency, and handling potential similar cases.
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@@ -16,6 +16,9 @@
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<member name="exclude_bodies" type="Array" setter="set_exclude_bodies" getter="get_exclude_bodies" default="[]">
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Optional array of body [RID] to exclude from collision.
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</member>
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<member name="exclude_objects" type="Array" setter="set_exclude_objects" getter="get_exclude_objects" default="[]">
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Optional array of object unique instance ID to exclude from collision. See [method Object.get_instance_id].
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</member>
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<member name="from" type="Transform2D" setter="set_from" getter="get_from" default="Transform2D(1, 0, 0, 1, 0, 0)">
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Transform in global space where the motion should start. Usually set to [member Node2D.global_transform] for the current body's transform.
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</member>
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