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Use difference in position to check whether motion in Bullet is too close to zero. #40489

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merged 1 commit into from
Jul 20, 2020

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madmiraal
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Due to floating point rounding errors, the difference in position may be considered close enough to zero when the motion is not small enough to be considered close enough to zero.

Fixes #40381.

@akien-mga akien-mga merged commit 5697a9a into godotengine:master Jul 20, 2020
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Thanks!

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KinematicBody3D with capsule collision sliding along objects will cause crash
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