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Better support kinematic rigid bodies.
Added explicit function to set the kinematic target. This is intended to be set for each physics simulation step (such as from a dsOnPhysicsSceneStepFunction callback) and allows linear collision checks to be aware of the full motion. Setting velocities and forces will now return with an error if the motion type isn't dynamic rather than having motion properties. This avoids inconsistent behavior between underlying physics engines that support moving kinematics through velocities (e.g. Jolt) vs. others that are purely step-based targets (e.g. PhysX, Bullet). Since the time step is passed when setting the kinematic target, the same behavior should be possible across both implementation types. Added missing rigid body velocity access function implementations and fixed find/replace error for naming of angular velocity access functions.
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