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BulletSim: change method signatures for internal AddForce methods to remove
confusion about push forces. The latter is an external, physics engine interface feature (the force parameter has a different unit if pushing vs adding force) and that distinction is not used internally.
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@@ -211,7 +211,7 @@ public class BSActorMoveToTarget : BSActor
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// Add enough force to overcome the mass of the object
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addedForce *= m_controllingPrim.Mass;
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m_controllingPrim.AddForce(addedForce, false /* pushForce */, true /* inTaintTime */);
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m_controllingPrim.AddForce(true /* inTaintTime */, addedForce);
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}
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m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,move,fromPos={1},addedForce={2}",
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m_controllingPrim.LocalID, origPosition, addedForce);
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