Created by Jean-Paul Calderone on 2010-12-19 and last modified on 2012-11-14
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54. By Jean-Paul Calderone on 2012-11-14

Manage the lifetime of CollisionObject instances by manually reference counting them and keeping them in the user data pointer supported by btCollisionObject. Also manage action objects in a similar way, but using a global dictionary since action objects have no user data pointer support. This fixes a number of crashes caused by deallocation of worlds and objects in a particular order.

53. By Jean-Paul Calderone on 2012-10-06

Make DiscreteDynamicsWorld.addRigidBody more consistent.

52. By Jean-Paul Calderone on 2012-10-06

Wrap btDiscreteDynamicsWorld::addRigidBody, supporting collision groups and masks.

51. By Jean-Paul Calderone on 2012-09-30

Add Vector3.length for computing length/magnitude of a vector

50. By Jean-Paul Calderone on 2012-09-30

Some improvements to KinematicCharacterController and a demo of its usage

49. By Jean-Paul Calderone on 2012-09-30

Add support for a controller object to handle input to the silly demo helper module.

48. By Jean-Paul Calderone on 2012-09-30

Expose btKinematicCharacterController::{get,set}Gravity.

47. By Jean-Paul Calderone on 2012-09-30

Add a mediocre wrapper for btCollisionObject::getBroadphaseHandle and use it to help out with the tests for a fix for btCollisionWorld::addCollisionObject's handling of the filter and mask arguments (which are now supported as parameters).

46. By Jean-Paul Calderone on 2012-09-03

Fix a bug which caused RigidBody.getCollision to return None when the body's shape was given to its initializer rather than via a setCollisionShape call.

45. By Jean-Paul Calderone on 2012-01-18

Change the order in which bullet libraries are linked, fixing usage with a static build of bullet.

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