Check for 0 roll influence
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@ -583,11 +583,14 @@ void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vec
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rel_vel = normal.dot(vel);
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rel_vel = normal.dot(vel);
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// !BAS! We had this set to 0.4, in bullet its 0.2
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// !BAS! We had this set to 0.4, in bullet its 0.2
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// real_t contactDamping = real_t(0.2);
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real_t contactDamping = real_t(0.2);
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if (p_rollInfluence > 0.0) {
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// !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based
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// keeping in mind our anti roll factor if it is set
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contactDamping = s->get_step() / p_rollInfluence;
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}
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// !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based
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// keeping in mind our anti roll factor
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real_t contactDamping = s->get_step() / p_rollInfluence;
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#define ONLY_USE_LINEAR_MASS
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#define ONLY_USE_LINEAR_MASS
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#ifdef ONLY_USE_LINEAR_MASS
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#ifdef ONLY_USE_LINEAR_MASS
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real_t massTerm = real_t(1.) / ((1.0 / mass) + b2invmass);
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real_t massTerm = real_t(1.) / ((1.0 / mass) + b2invmass);
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