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BulletSim: reorder avatar collision checking to eliminate double collision_end.
Various tweekings to avatar shape/mass/inertia/etc. Remove change from avatar radius to diameter. But still the avatar sinks. Collision_end now happens immediately rather than at the next subscription time.
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@@ -390,7 +390,7 @@ public enum CollisionFilterGroups : uint
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VolumeDetectMask = ~BSensorTrigger,
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TerrainFilter = BTerrainFilter,
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TerrainMask = BAllFilter & ~BStaticFilter,
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GroundPlaneFilter = BAllFilter,
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GroundPlaneFilter = BGroundPlaneFilter,
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GroundPlaneMask = BAllFilter
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};
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