Lot of bugfixes
* Adding clipper to generate the terrain's negative powder-contour offset. * Fixing RDB issues (fracture, active trigger, performances) * Fixing blood emission * Fixing the freezing formula on liquids * Fixing Steve spawning due to a missed test. * Reaction table properly build
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@@ -12,5 +12,5 @@ layout(std430, set = 0, binding = 39) buffer EntPrevW { vec4 prevw[]; };
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void main() {
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uint i = gl_GlobalInvocationID.x;
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if (i >= uint(ctrl.inp.w)) return;
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prevw[i] = vec4(ents[i].a.xy, 0.0, 0.0);
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prevw[i] = ents[i].a; // rigid bodies also need their previous angle
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}
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