Fixed an issue where collide/cast shape against a triangle would return a hit result with mShape2Face in incorrect winding order. This caused an incorrect normal in the enhanced internal edge removal algorithm. This in turn resulted in objects not settling properly on dense triangle grids.
A 6DOF constraint that constrains all rotation axis in combination with a body that has some of its rotation axis locked would not constrain the rotation in the unlocked axis.
Fixes#109018
Fixed bug in ManifoldBetweenTwoFaces which would not find the correct manifold in case face 1 had 3 or more vertices and face 2 only 2. E.g. for a box resting the long edge of a cylinder this would mean that only a single contact point was found instead of 2 (the other way around would work fine).
Fixesgodotengine/godot#110479
It uses the non-aligned version, which on 32 bit platforms usually returns an 8 byte aligned block. We therefore default to 16 byte aligned allocations when the regular new operator is used.
Fixes: godotengine/godot#105455