updated quickstep solver (for comparison), enabled GPU physics again (but WIN32 doesn't have the VertexTextureSupport enabled)
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@@ -186,7 +186,7 @@ void ContactJoint::GetInfo2(Info2 *info)
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c2[2] = relativePositionB[2];
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//combined friction is available in the contact point
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float friction = FRICTION_CONSTANT ;//* m_body0->m_friction * m_body1->m_friction;
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float friction = 0.25;//FRICTION_CONSTANT ;//* m_body0->m_friction * m_body1->m_friction;
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// first friction direction
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if (m_numRows >= 2)
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