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uncommented angular physics
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f110517ef6
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@ -233,7 +233,7 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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#fnp.reparentTo(physicsActor)
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#fnp.reparentTo(physicsActor)
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fnp.reparentTo(render)
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fnp.reparentTo(render)
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self.nodes.append(fnp)
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self.nodes.append(fnp)
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self.keel=AngularVectorForce(0.0, 0.0, 80.0)
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self.keel=AngularVectorForce(0.0, 0.0, 0.0)
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fn.addForce(self.keel)
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fn.addForce(self.keel)
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self.phys.addAngularForce(self.keel)
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self.phys.addAngularForce(self.keel)
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@ -259,7 +259,7 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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self.phys.addLinearForce(self.avatarViscosity)
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self.phys.addLinearForce(self.avatarViscosity)
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self.phys.attachLinearIntegrator(LinearEulerIntegrator())
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self.phys.attachLinearIntegrator(LinearEulerIntegrator())
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#*#self.phys.attachAngularIntegrator(AngularEulerIntegrator())
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self.phys.attachAngularIntegrator(AngularEulerIntegrator())
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self.phys.attachPhysicalnode(physicsActor.node())
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self.phys.attachPhysicalnode(physicsActor.node())
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self.momentumForce=LinearVectorForce(0.0, 0.0, 0.0)
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self.momentumForce=LinearVectorForce(0.0, 0.0, 0.0)
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@ -297,7 +297,7 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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self.setCollisionsActive(1)
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self.setCollisionsActive(1)
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def initializeCollisions(self, collisionTraverser,
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def initializeCollisions(self, collisionTraverser,
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wallBitmask, floorBitmask,
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wallBitmask, floorBitmask,
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avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
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avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
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"""
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"""
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Set up the avatar collisions
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Set up the avatar collisions
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