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BulletSim: Tweeks to vehicle motion.
Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression).
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@@ -1009,6 +1009,7 @@ public sealed class BSPrim : BSPhysObject
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{
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DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
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PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
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// PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
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ActivateIfPhysical(false);
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}
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}
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@@ -1649,7 +1650,7 @@ public sealed class BSPrim : BSPhysObject
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// TODO: handle physics introduced by Bullet with computed vehicle physics.
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if (_vehicle.IsActive)
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{
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entprop.RotationalVelocity = OMV.Vector3.Zero;
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// entprop.RotationalVelocity = OMV.Vector3.Zero;
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}
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// Assign directly to the local variables so the normal set actions do not happen
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