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BulletSim: remove friction calcuation from BSMotor and move linear and
angular friction computation into linear and angular movement code. The friction wasn't being applied properly. This will make it so vehicles don't drift as much and the drift is tunable by changing the friction timescales.
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@@ -105,7 +105,6 @@ public class BSActorMoveToTarget : BSActor
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m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate",
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m_controllingPrim.MoveToTargetTau, // timeScale
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BSMotor.Infinite, // decay time scale
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BSMotor.InfiniteVector, // friction timescale
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1f // efficiency
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);
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m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
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