fairly large refactoring of dispatcher/simulation island management, to allow for parallel simulation.
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@@ -117,6 +117,9 @@ public:
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virtual bool NeedsResponse(const CollisionObject& colObj0,const CollisionObject& colObj1);
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virtual int GetUniqueId() { return RIGIDBODY_DISPATCHER;}
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virtual void DispatchAllCollisionPairs(OverlappingPairCache* pairCache,DispatcherInfo& dispatchInfo);
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