add 'force activate', for static/kinematic objects that get moved.
fixed some activation issues with kinematic objects
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@@ -41,9 +41,9 @@ void btCollisionObject::forceActivationState(int newState)
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m_activationState1 = newState;
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}
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void btCollisionObject::activate()
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void btCollisionObject::activate(bool forceActivation)
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{
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if (!(m_collisionFlags & (CF_STATIC_OBJECT|CF_KINEMATIC_OBJECT)))
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if (forceActivation || !(m_collisionFlags & (CF_STATIC_OBJECT|CF_KINEMATIC_OBJECT)))
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{
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setActivationState(ACTIVE_TAG);
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m_deactivationTime = 0.f;
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