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move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte
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@@ -3861,16 +3861,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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if (pa != null)
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{
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// physics should also get a byte and not a Vector3 TODO
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Vector3 lrRotationAxis = Vector3.One;
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if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0 )
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lrRotationAxis.X = 0f;
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if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0 )
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lrRotationAxis.Y = 0f;
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if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0 )
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lrRotationAxis.Z = 0f;
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pa.LockAngularMotion(lrRotationAxis);
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pa.LockAngularMotion(RotationAxisLocks);
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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@@ -4882,16 +4873,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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if(LocalId == ParentGroup.RootPart.LocalId)
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{
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// ugly code: physics should also get a byte and not a Vector3 TODO
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Vector3 lrRotationAxis = Vector3.One;
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if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0 )
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lrRotationAxis.X = 0f;
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if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0 )
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lrRotationAxis.Y = 0f;
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if((RotationAxisLocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0 )
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lrRotationAxis.Z = 0f;
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pa.LockAngularMotion(lrRotationAxis);
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pa.LockAngularMotion(RotationAxisLocks);
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}
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if (VolumeDetectActive) // change if not the default only
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