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Ensure move_and_slide() is consistent between the 2D and 3D versions.
In the 3D version: - Partially revert godotengine#20908 that was reverted in the 2D version as part of godotengine#21653. This ensures that the Vector returned is always perpendicular to the surface collided with; and not the floor_normal Vector passed to the function when on a floor. - Include an update of the floor velocity before multiplying by the time delta, which was added to the 2D version as part of commit 13a8014. In the 2D version: - Use the Vector2.slide() function instead of Vector2.tangent() to adjust the amount of motion the stop_on_slope undoes to ensure that it is in the right direction. This is a implementation of the 3D approach from godotengine#30588. - Combine the !found_collision and motion == Vector2() checks for break. - Other minor formating changes to make the functions look identical. Also renamed some variables to align with their use.
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