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don't zero kinematic velocity at end of sim ownership
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1 changed files with 3 additions and 2 deletions
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@ -446,8 +446,9 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
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void EntityMotionState::updateSendVelocities() {
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if (!_body->isActive()) {
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// make sure all derivatives are zero
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clearObjectVelocities();
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if (!_body->isKinematicObject()) {
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clearObjectVelocities();
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}
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// we pretend we sent the inactive update for this object
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_numInactiveUpdates = 1;
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} else {
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