small changes to trimesh scaling
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@ -13779,40 +13779,7 @@
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<manualPos>false</manualPos>
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<<<<<<< HEAD
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<xPos>81.500000</xPos>
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=======
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<xPos>212.500000</xPos>
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<yOffset>3.0</yOffset>
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<zPos>-222.500000</zPos>
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<idGreen>1</idGreen>
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<idBlue>67</idBlue>
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<typeID>40</typeID>
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<trigger>
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<name>-</name>
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<xPosition>0</xPosition>
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<yPosition>0</yPosition>
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<zPosition>0</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>1.0</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>-</luaScript>
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<toChangeIdGreen>0</toChangeIdGreen>
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<toChangeIdBlue>0</toChangeIdBlue>
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<toChangeObjNum>0</toChangeObjNum>
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</trigger>
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</composition>
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<composition>
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<manualPos>false</manualPos>
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<xPos>210.500000</xPos>
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>>>>>>> 12ee9a4ac5b8c3350e8afc3b6b251992020790e2
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<yOffset>0.0</yOffset>
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<zPos>-244.500000</zPos>
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<idGreen>1</idGreen>
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@ -212,7 +212,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
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}
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btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
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shape->setLocalScaling(btVector3(0.5f,0.5f,0.5f));
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shape->setLocalScaling(btVector3(1.5,1.5,1.5));
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btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
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btVector3 inertia(0,0,0);
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