JoltPhysics3D: Skip the rigid body update if no physics step took place
This improves the framerate if FPS > physics rate
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@@ -59,15 +59,15 @@ namespace Nz
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void RefreshBodies();
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inline void RegisterStepListener(JoltPhysicsStepListener* character);
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inline void RegisterStepListener(JoltPhysicsStepListener* stepListener);
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void SetGravity(const Vector3f& gravity);
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void SetMaxStepCount(std::size_t maxStepCount);
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void SetStepSize(Time stepSize);
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void Step(Time timestep);
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bool Step(Time timestep);
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inline void UnregisterStepListener(JoltPhysicsStepListener* character);
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inline void UnregisterStepListener(JoltPhysicsStepListener* stepListener);
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JoltPhysWorld3D& operator=(const JoltPhysWorld3D&) = delete;
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JoltPhysWorld3D& operator=(JoltPhysWorld3D&&) = delete;
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