remove speculative contacts, they break restitution and cause other artifacts
use btConvexPolyhedron for debug rendering, if available fixes in btConvexConvexAlgorithm for polyhedral contact clipping, if GJK separating normal is zero don't shift vertices in btPolyhedralConvexShape
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@@ -62,8 +62,6 @@ protected:
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virtual void integrateTransforms(btScalar timeStep);
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virtual void addSpeculativeContacts(btScalar timeStep);
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virtual void calculateSimulationIslands();
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virtual void solveConstraints(btContactSolverInfo& solverInfo);
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