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Fix Mantis#2878 for now by not resetting physical values on rez (only on switch).
We still might have to split the rotational velocities into a physical and a non-physical part...
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@@ -1425,7 +1425,7 @@ if (m_shape != null) {
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PhysActor.delink();
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}
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if (!UsePhysics)
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if (!UsePhysics && !isNew)
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{
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// reset velocity to 0 on physics switch-off. Without that, the client thinks the
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// prim still has velocity and continues to interpolate its position along the old
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