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Merge branch 'master' of github.com:erwincoumans/bullet3
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@@ -1,4 +1,4 @@
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mkdir build_cmake
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cd build_cmake
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cmake -DBUILD_PYBULLET=ON -DUSE_DOUBLE_PRECISION=ON -DCMAKE_BUILD_TYPE=Release -DPYTHON_INCLUDE_DIR=c:\python-3.5.3.amd64\include -DPYTHON_LIBRARY=c:\python-3.5.3.amd64\libs\python35.lib -DPYTHON_DEBUG_LIBRARY=c:\python-3.5.3.amd64\libs\python35_d.lib -G "Visual Studio 16 2019" ..
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cmake -DBUILD_PYBULLET=ON -DUSE_DOUBLE_PRECISION=ON -DCMAKE_BUILD_TYPE=Release -DPYTHON_INCLUDE_DIR=c:\python38\include -DPYTHON_LIBRARY=c:\python38\libs\python38.lib -DPYTHON_DEBUG_LIBRARY=c:\python38\libs\python38.lib -G "Visual Studio 16 2019" ..
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start .
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@@ -2771,6 +2771,9 @@ void PhysicsServerCommandProcessor::createEmptyDynamicsWorld(int flags)
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#endif
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}
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//may help improve run-time performance for many sleeping objects
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m_data->m_dynamicsWorld->setForceUpdateAllAabbs(false);
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//Workaround: in a VR application, where we avoid synchronizing between GFX/Physics threads, we don't want to resize this array, so pre-allocate it
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m_data->m_dynamicsWorld->getCollisionObjectArray().reserve(128 * 1024);
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@@ -137,7 +137,14 @@ void btMultiBodyDynamicsWorld::updateActivationState(btScalar timeStep)
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btMultiBodyLinkCollider* col = body->getBaseCollider();
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if (col && col->getActivationState() == ACTIVE_TAG)
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{
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col->setActivationState(WANTS_DEACTIVATION);
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if (body->hasFixedBase())
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{
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col->setActivationState(ISLAND_SLEEPING);
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} else
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{
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col->setActivationState(WANTS_DEACTIVATION);
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}
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col->setDeactivationTime(0.f);
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}
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for (int b = 0; b < body->getNumLinks(); b++)
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