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time_steping collisions was a MASSIVE bottleneak, removed
[physics.git]
/
src
/
entityManager.cpp
diff --git
a/src/entityManager.cpp
b/src/entityManager.cpp
index
c78a7ce
..
cbe9e03
100644
(file)
--- a/
src/entityManager.cpp
+++ b/
src/entityManager.cpp
@@
-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();