Use a very large default m_contactStiffness (so that if one object is a bit soft, the stiffness is properly combined)
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@@ -39,7 +39,7 @@ btCollisionObject::btCollisionObject()
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m_rollingFriction(0.0f),
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m_rollingFriction(0.0f),
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m_spinningFriction(0.f),
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m_spinningFriction(0.f),
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m_contactDamping(.1),
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m_contactDamping(.1),
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m_contactStiffness(1e4),
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m_contactStiffness(BT_LARGE_FLOAT),
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m_internalType(CO_COLLISION_OBJECT),
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m_internalType(CO_COLLISION_OBJECT),
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m_userObjectPointer(0),
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m_userObjectPointer(0),
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m_userIndex2(-1),
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m_userIndex2(-1),
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