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BulletSim: zero vehicle motion when changing vehicle type.
Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
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@@ -254,10 +254,10 @@ public sealed class BSShapeCollection : IDisposable
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}
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else
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{
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// The current shape on the prim is the correct one. We don't need the potential reference.
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potentialHull.Dereference(m_physicsScene);
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}
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if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
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prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"));
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if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1}", prim.LocalID, prim.PhysShape);
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}
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else
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{
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@@ -277,8 +277,7 @@ public sealed class BSShapeCollection : IDisposable
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// We don't need this reference to the mesh that is already being using.
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potentialMesh.Dereference(m_physicsScene);
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}
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if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
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prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"));
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if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1}", prim.LocalID, prim.PhysShape);
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}
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return ret;
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}
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