bugfix [#24995] Object rotation seems to be applied incorrectly
- Object actuator rotation was being scaled by: (1/0.02)*2*PI/360 == 0.872, since revision 2. - Remove scaling and use do_versions to adjust existing files.
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@@ -32,8 +32,6 @@
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#pragma warning (disable : 4786)
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#endif //WIN32
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#define BLENDER_HACK_DTIME 0.02
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#include "MEM_guardedalloc.h"
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#include "KX_BlenderSceneConverter.h"
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@@ -151,13 +149,6 @@ void BL_ConvertActuators(char* maggiename,
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KX_BLENDERTRUNC(obact->angularvelocity[2]));
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short damping = obact->damping;
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drotvec /= BLENDER_HACK_DTIME;
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//drotvec /= BLENDER_HACK_DTIME;
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drotvec *= MT_2_PI/360.0;
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//dlocvec /= BLENDER_HACK_DTIME;
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//linvelvec /= BLENDER_HACK_DTIME;
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//angvelvec /= BLENDER_HACK_DTIME;
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/* Blender uses a bit vector internally for the local-flags. In */
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/* KX, we have four bools. The compiler should be smart enough */
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/* to do the right thing. We need to explicitly convert here! */
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