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Merge pull request #39084 from madmiraal/backport-37314
[3.2] Better damping implementation for Bullet rigid bodies
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@@ -353,6 +353,8 @@ SpaceBullet::SpaceBullet() :
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godotFilterCallback(NULL),
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gravityDirection(0, -1, 0),
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gravityMagnitude(10),
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linear_damp(0.0),
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angular_damp(0.0),
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contactDebugCount(0),
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delta_time(0.) {
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@@ -390,8 +392,11 @@ void SpaceBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant
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update_gravity();
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break;
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case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
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linear_damp = p_value;
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break;
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case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
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break; // No damp
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angular_damp = p_value;
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break;
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case PhysicsServer::AREA_PARAM_PRIORITY:
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// Priority is always 0, the lower
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break;
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@@ -412,8 +417,9 @@ Variant SpaceBullet::get_param(PhysicsServer::AreaParameter p_param) {
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case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
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return gravityDirection;
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case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
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return linear_damp;
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case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
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return 0; // No damp
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return angular_damp;
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case PhysicsServer::AREA_PARAM_PRIORITY:
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return 0; // Priority is always 0, the lower
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case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
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