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after picking in a multibody demo, allow sleeping for rigid bodies
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@ -478,6 +478,12 @@ struct CommonMultiBodyBase : public CommonExampleInterface
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if (m_pickedConstraint)
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{
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m_dynamicsWorld->removeConstraint(m_pickedConstraint);
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if (m_pickedBody)
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{
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m_pickedBody->forceActivationState(ACTIVE_TAG);
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m_pickedBody->activate(true);
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}
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delete m_pickedConstraint;
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m_pickedConstraint = 0;
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m_pickedBody = 0;
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@ -2365,7 +2365,7 @@ void PhysicsServerCommandProcessor::createEmptyDynamicsWorld()
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m_data->m_pairCache->setOverlapFilterCallback(m_data->m_broadphaseCollisionFilterCallback);
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int maxProxies = 32768;
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//int maxProxies = 32768;
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//m_data->m_broadphase = new btSimpleBroadphase(maxProxies, m_data->m_pairCache);
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btDbvtBroadphase* bv = new btDbvtBroadphase(m_data->m_pairCache);
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bv->setVelocityPrediction(0);
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