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BulletSim: fix problem of avatar's floating off the ground after unsitting. Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
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@@ -109,7 +109,7 @@ public abstract class BSPhysObject : PhysicsActor
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public EntityProperties CurrentEntityProperties { get; set; }
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public EntityProperties LastEntityProperties { get; set; }
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public abstract OMV.Vector3 Scale { get; set; }
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public virtual OMV.Vector3 Scale { get; set; }
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public abstract bool IsSolid { get; }
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public abstract bool IsStatic { get; }
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