Physics2D/RigidBody2D: AddTorque now takes a RadianAnglesf instead of a float
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@@ -191,7 +191,7 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
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WHEN("We apply a torque")
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{
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body.AddTorque(Nz::DegreeToRadian(90.f));
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body.AddTorque(Nz::DegreeAnglef(90.f));
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world.Step(1.f);
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THEN("It is also counter-clockwise")
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