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BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.
It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference.
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@@ -215,7 +215,7 @@ public sealed class BSCharacter : BSPhysObject
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// Add special movement force to allow avatars to walk up stepped surfaces.
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moveForce += WalkUpStairs();
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DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
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// DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
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PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
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});
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}
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