Final fix :)
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@ -401,7 +401,7 @@ void RigidBody::updateBroadPhaseState() const {
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PROFILE("RigidBody::updateBroadPhaseState()");
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DynamicsWorld& world = static_cast<DynamicsWorld&>(mWorld);
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const Vector3 displacement = world.mTimer.getTimeStep() * mLinearVelocity;
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const Vector3 displacement = world.mTimeStep * mLinearVelocity;
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// For all the proxy collision shapes of the body
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for (ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {
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