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BulletSim: change default of shouldDisableContactPoolDynamicAllocation from False to True. It seems that collisions don't happen well when it is False (things fall through terrain).
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@@ -243,7 +243,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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parms.avatarContactProcessingThreshold = 0.1f;
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parms.maxPersistantManifoldPoolSize = 0f;
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parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericFalse;
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parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericTrue;
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parms.shouldForceUpdateAllAabbs = ConfigurationParameters.numericFalse;
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parms.shouldRandomizeSolverOrder = ConfigurationParameters.numericFalse;
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parms.shouldSplitSimulationIslands = ConfigurationParameters.numericFalse;
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@@ -840,7 +840,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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case "avatardensity": UpdateParameterAvatars(ref m_params[0].avatarDensity, "avatar", localID, val); break;
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case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break;
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case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break;
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case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break;
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case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break;
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case "avatarcontactprocessingthreshold": UpdateParameterAvatars(ref m_params[0].avatarContactProcessingThreshold, "avatar", localID, val); break;
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default: ret = false; break;
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@@ -865,7 +865,7 @@
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CcdSweptSphereRadius = 0.0
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ContactProcessingThreshold = 0.1
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MaxPersistantManifoldPoolSize = 0;
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ShouldDisableContactPoolDynamicAllocation = False;
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ShouldDisableContactPoolDynamicAllocation = True;
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ShouldForceUpdateAllAabbs = False;
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ShouldRandomizeSolverOrder = False;
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ShouldSplitSimulationIslands = False;
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