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BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
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@@ -620,8 +620,7 @@ public sealed class BSShapeCollection : IDisposable
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}
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else
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{
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// Pass false for physicalness as this creates some sort of bounding box which we don't need
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meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false);
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meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
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if (meshData != null)
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{
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@@ -694,8 +693,8 @@ public sealed class BSShapeCollection : IDisposable
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else
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{
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// Build a new hull in the physical world
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// Pass false for physicalness as this creates some sort of bounding box which we don't need
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IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false);
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// Pass true for physicalness as this creates some sort of bounding box which we don't need
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IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
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if (meshData != null)
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{
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