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Uncommenting particle shift on penetration.
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@ -202,7 +202,7 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, const glm::
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const float EPSILON = 0.0f;
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float velocityDotPenetration = glm::dot(velocity, penetration);
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if (velocityDotPenetration > EPSILON) {
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//position -= penetration;
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position -= penetration;
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static float HALTING_VELOCITY = 0.2f / (float)(TREE_SCALE);
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// cancel out the velocity component in the direction of penetration
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