Minor fix in friction: calculate second friction direction based on un-scaling first friction direction (issue if it was scaled to zero)
Force activation state of static objects to be ISLAND_SLEEPING, once they are added to the world Add backwards compatibility option btDiscreteDynamicsWorld::setSynchronizeAllMotionStates, just in case only updating active objects broke someones code Don't disable 3D box-box in box2ddemo
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@@ -52,6 +52,7 @@ protected:
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bool m_ownsIslandManager;
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bool m_ownsConstraintSolver;
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bool m_synchronizeAllMotionStates;
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btAlignedObjectArray<btActionInterface*> m_actions;
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@@ -177,6 +178,15 @@ public:
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///obsolete, use removeAction instead
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virtual void removeCharacter(btActionInterface* character);
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void setSynchronizeAllMotionStates(bool synchronizeAll)
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{
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m_synchronizeAllMotionStates = synchronizeAll;
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}
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bool getSynchronizeAllMotionStates() const
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{
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return m_synchronizeAllMotionStates;
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}
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};
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#endif //BT_DISCRETE_DYNAMICS_WORLD_H
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