Further lighting optimization, fixed (railgun) controller movement, physicsbody collisioncategory changes, command room reactor controls in Vellamo
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@@ -664,7 +664,7 @@ int currentTargetIndex = 1;
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edgeBody.UserData = cell;
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edgeBody.SleepingAllowed = false;
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edgeBody.BodyType = BodyType.Kinematic;
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edgeBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
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edgeBody.CollisionCategories = Physics.CollisionLevel;
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cell.body = edgeBody;
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bodies.Add(edgeBody);
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@@ -674,7 +674,7 @@ int currentTargetIndex = 1;
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{
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Body shaftBody = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
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shaftBody.BodyType = BodyType.Kinematic;
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shaftBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
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shaftBody.CollisionCategories = Physics.CollisionLevel;
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shaftBody.SetTransform(ConvertUnits.ToSimUnits((i==0) ? startPosition : endPosition), 0.0f);
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shaftBody.SleepingAllowed = false;
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bodies.Add(shaftBody);
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