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BulletSim: Fix linkset crash. Caused by the different body and shape
pointers at runtime and at taint-time. Now passes the body into the
taint.
Vehicles zero inertia when active to eliminate Bullet's contribution
to vehicle motion.
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@@ -369,16 +369,16 @@ public enum CollisionFilterGroups : uint
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BSolidFilter = 1 << 13,
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// The collsion filters and masked are defined in one place -- don't want them scattered
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AvatarFilter = BDefaultFilter | BCharacterFilter | BSolidFilter,
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AvatarFilter = BCharacterFilter,
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AvatarMask = BAllFilter,
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ObjectFilter = BDefaultFilter | BSolidFilter,
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ObjectFilter = BSolidFilter,
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ObjectMask = BAllFilter,
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StaticObjectFilter = BDefaultFilter | BStaticFilter | BSolidFilter,
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StaticObjectFilter = BStaticFilter,
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StaticObjectMask = BAllFilter,
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VolumeDetectFilter = BSensorTrigger,
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VolumeDetectMask = ~BSensorTrigger,
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TerrainFilter = BTerrainFilter,
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TerrainMask = BAllFilter,
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TerrainMask = BAllFilter & ~BStaticFilter,
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GroundPlaneFilter = BAllFilter,
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GroundPlaneMask = BAllFilter
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