expose maximum applied impulse for btMultiBody, introduced to reduce/avoid 'exploding' simulations
use btScalar instead of float, to enable double precision build, fix for Issue 744
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@@ -597,7 +597,7 @@ void DemoApplication::shootBox(const btVector3& destination)
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int gPickingConstraintId = 0;
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btVector3 gOldPickingPos;
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btVector3 gHitPos(-1,-1,-1);
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float gOldPickingDist = 0.f;
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btScalar gOldPickingDist = 0.f;
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btRigidBody* pickedBody = 0;//for deactivation state
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