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BulletSim: reduce the zeroing threshold for rotational velocity.
Sometimes settling of a vehicle from gravity introduces small velocities that need to be kept.
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@@ -1190,8 +1190,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// set directly on the vehicle.
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private void MoveAngular(float pTimestep)
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{
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// VehicleRotationalVelocity = Vector3.Zero;
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ComputeAngularTurning(pTimestep);
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ComputeAngularVerticalAttraction();
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@@ -1201,7 +1199,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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ComputeAngularBanking();
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// ==================================================================
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if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.01f))
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if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.0001f))
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{
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// The vehicle is not adding anything angular wise.
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VehicleRotationalVelocity = Vector3.Zero;
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