time_steping collisions was a MASSIVE bottleneak, removed
[physics.git] / src / entityManager.cpp
index c78a7ce..cbe9e03 100644 (file)
@@ -187,7 +187,7 @@ void updatePhysics(float time_step)
     physics_To_Remove.clear();
 
     // apply collision math
-    collision::update(active_Physics, time_step);
+    collision::update(active_Physics);
 
     // update active PhysicsEntity*s
     for( setPhys::iterator it = active_Physics.begin();