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BulletSim: Add Force* operations to objects to allow direct push to engine.
Update BSDynamics to use same (don't want to delay updates til next taint-time.
Suppress queuing a taint update for position and orientation calls if value
does not change.
Move Bullet timing statistics call from C# back to C++ code.
Throttle taints per simulation step and add parameter to set.
By default, don't create hulls for physical objects. Add a
parameter to turn on and off.
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@@ -407,7 +407,7 @@ public class BSShapeCollection : IDisposable
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// made. Native shapes are best used in either case.
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if (!haveShape)
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{
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if (prim.IsPhysical)
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if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects)
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{
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// Update prim.BSShape to reference a hull of this shape.
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ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback);
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