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Somewhat improve avatar region crossings by properly preserving velocity when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular * Full avatar updates contained no velocity information, which does appear to have some effect in testing. * BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this. This patch applies to both Bullet and ODE.
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@@ -228,7 +228,7 @@ public abstract class BSPhysObject : PhysicsActor
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public virtual OMV.Quaternion RawOrientation { get; set; }
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public abstract OMV.Quaternion ForceOrientation { get; set; }
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public OMV.Vector3 RawVelocity { get; set; }
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public virtual OMV.Vector3 RawVelocity { get; set; }
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public abstract OMV.Vector3 ForceVelocity { get; set; }
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public OMV.Vector3 RawForce { get; set; }
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