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BulletSim: change PositionSanityCheck to apply a force to correct position corrections (below ground and floating).
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@@ -940,7 +940,7 @@ public sealed class BSShapeCollection : IDisposable
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else
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{
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bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
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prim.LocalID, prim.ForcePosition, prim.ForceOrientation);
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prim.LocalID, prim.RawPosition, prim.RawOrientation);
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DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
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}
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aBody = new BulletBody(prim.LocalID, bodyPtr);
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