More accurate and reliable submarine-level collisions, looping OnUse sounds bugfix, new music clips, item sprites removed from limbs when someone else loots the item, Camera.WorldView fix, checking vector.LengthSquared before normalizing to avoid creating a NaN vector
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@@ -779,6 +779,8 @@ namespace FarseerPhysics.Dynamics
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/// <param name="rotation">The world rotation in radians.</param>
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public void SetTransform(Vector2 position, float rotation)
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{
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Debug.Assert(position.IsValid());
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SetTransform(ref position, rotation);
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}
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@@ -823,6 +825,8 @@ namespace FarseerPhysics.Dynamics
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/// <param name="point">The world position of the point of application.</param>
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public void ApplyForce(Vector2 force, Vector2 point)
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{
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Debug.Assert(force.IsValid());
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ApplyForce(ref force, ref point);
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}
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@@ -841,6 +845,8 @@ namespace FarseerPhysics.Dynamics
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/// <param name="force">The force.</param>
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public void ApplyForce(Vector2 force)
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{
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Debug.Assert(force.IsValid());
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ApplyForce(ref force, ref _xf.p);
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}
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@@ -898,6 +904,8 @@ namespace FarseerPhysics.Dynamics
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/// <param name="impulse">The world impulse vector, usually in N-seconds or kg-m/s.</param>
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public void ApplyLinearImpulse(Vector2 impulse)
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{
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Debug.Assert(impulse.IsValid());
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ApplyLinearImpulse(ref impulse);
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}
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@@ -911,6 +919,8 @@ namespace FarseerPhysics.Dynamics
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/// <param name="point">The world position of the point of application.</param>
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public void ApplyLinearImpulse(Vector2 impulse, Vector2 point)
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{
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Debug.Assert(impulse.IsValid());
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ApplyLinearImpulse(ref impulse, ref point);
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}
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