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Deleted physics plugin classes.
More unit tests fixed.
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@@ -94,7 +94,7 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
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scene.RegisterModuleInterface<PhysicsScene>(this);
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m_regionExtent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
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base.Initialise(scene.PhysicsRequestAsset,
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(scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[Constants.RegionSize * Constants.RegionSize]),
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(scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]),
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(float)scene.RegionInfo.RegionSettings.WaterHeight);
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}
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@@ -164,8 +164,8 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
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Vector3 actorPosition = actor.Position;
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Vector3 actorVelocity = actor.Velocity;
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// Console.WriteLine(
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// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
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//Console.WriteLine(
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// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
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actorPosition.X += actor.Velocity.X * timeStep;
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actorPosition.Y += actor.Velocity.Y * timeStep;
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