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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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@@ -127,7 +127,7 @@ public class BSActorSetTorque : BSActor
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m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
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if (m_controllingPrim.PhysBody.HasPhysicalBody)
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{
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m_controllingPrim.AddAngularForce(m_controllingPrim.RawTorque, false, true);
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m_controllingPrim.AddAngularForce(true /* inTaintTime */, m_controllingPrim.RawTorque);
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m_controllingPrim.ActivateIfPhysical(false);
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}
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