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clean some spurius chars and a few other things. Thanks Vincent Sylvester
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@@ -1303,7 +1303,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin);
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capsuleShapeZ.SetLocalScaling(ref scale);
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return new BulletShapeXNA(capsuleShapeZ, BSPhysicsShapeType.SHAPE_CAPSULE); ;
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return new BulletShapeXNA(capsuleShapeZ, BSPhysicsShapeType.SHAPE_CAPSULE);
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}
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public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
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@@ -1380,7 +1380,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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break;
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case HollowShape.Circle:
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hollowVolume *= 0.78539816339f;;
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hollowVolume *= 0.78539816339f;
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break;
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case HollowShape.Triangle:
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@@ -870,7 +870,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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}
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else if (t > m_VhoverHeight)
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perr = t - pos.Z; ;
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perr = t - pos.Z;
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if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
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{
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@@ -3990,7 +3990,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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float smass = part.mass;
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theobj.mass -= smass;
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smass *= 1.0f / (theobj.mass); ;
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smass *= 1.0f / (theobj.mass);
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theobj.c.X -= part.c.X * smass;
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theobj.c.Y -= part.c.Y * smass;
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@@ -895,7 +895,7 @@ namespace OpenSim.Region.PhysicsModule.ubODEMeshing
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#endif
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try
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{
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primMesh.Extrude(PathType.Linear); ;
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primMesh.Extrude(PathType.Linear);
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}
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catch (Exception ex)
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{
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