"lang"
{
"Language" "english"
"Tokens"
{
"BulletPhysics_Entity" "Entity"
"BulletPhysics_PhysicObject" "PhysicObject"
"BulletPhysics_PhysicComponent" "PhysicComponent"
"BulletPhysics_Sequence" "sequence"
"BulletPhysics_GaitSequence" "gaitsequence"
"BulletPhysics_AnimFrame" "anim frame"
"BulletPhysics_ActivityType" "Activity Type"
"BulletPhysics_Controller" "Controller"
"BulletPhysics_Blending" "Blending"
"BulletPhysics_StaticObject" "StaticObject"
"BulletPhysics_DynamicObject" "DynamicObject"
"BulletPhysics_RagdollObject" "RagdollObject"
"BulletPhysics_FromBSP" "From BSP"
"BulletPhysics_FromConfig" "From Config"
"BulletPhysics_VerifyBoneChunk" "Verify bone chunk"
"BulletPhysics_VerifyModelFile" "Verify model file"
"BulletPhysics_Crc32BoneChunk" "The CRC32 of bone chunk"
"BulletPhysics_Crc32ModelFile" "The CRC32 of model file"
"BulletPhysics_Base" "Base"
"BulletPhysics_RigidBody" "RigidBody"
"BulletPhysics_Constraint" "Constraint"
"BulletPhysics_ConeTwistConstraint" "Cone-Twist Constraint"
"BulletPhysics_HingeConstraint" "Hinge Constraint"
"BulletPhysics_PointConstraint" "Point-to-Point Constraint"
"BulletPhysics_SliderConstraint" "Slider Constraint"
"BulletPhysics_Dof6Constraint" "Generic-Dof6 Constraint"
"BulletPhysics_Dof6SpringConstraint" "Generic-Dof6 Spring Constraint"
"BulletPhysics_FixedConstraint" "Fixed Constraint"
"BulletPhysics_PhysicBehavior" "PhysicBehavior"
"BulletPhysics_BarnacleDragOnRigidBody" "Barnacle Drag on RigidBody"
"BulletPhysics_BarnacleDragOnConstraint" "Barnacle Drag on Constraint"
"BulletPhysics_GargantuaDragOnConstraint" "Gargantua Drag on Constraint"
"BulletPhysics_BarnacleChew" "Barnacle Chew"
"BulletPhysics_BarnacleConstraintLimitAdjustment" "Barnacle Constraint-Limit Adjustment"
"BulletPhysics_CameraView" "Camera View"
"BulletPhysics_FirstPersonViewCamera" "First-Person-View Camera"
"BulletPhysics_ThirdPersonViewCamera" "Third-Person-View Camera"
"BulletPhysics_SimpleBuoyancy" "Simple Buoyancy"
"BulletPhysics_RigidBodyRelocation" "RigidBody Relocation"
"BulletPhysics_BarnacleDragMagnitude" "Force Magnitude"
"BulletPhysics_BarnacleDragVelocity" "Pulling Velocity"
"BulletPhysics_BarnacleDragExtraHeight" "Extra Height"
"BulletPhysics_BarnacleDragLimitAxis" "Axis(0=X,1=Y,2=Z,-1=Any)"
"BulletPhysics_BarnacleDragCalculateLimitFromActualPlayerOrigin" "Calculate limit from actual player origin (1=true, 0=false)"
"BulletPhysics_BarnacleDragUseServoMotor" "Use servo motor (1=true, 0=false)"
"BulletPhysics_BarnacleDragActivatedOnBarnaclePulling" "Activated on Barnacle Pulling activity (1=true, 0=false)"
"BulletPhysics_BarnacleDragActivatedOnBarnacleChewing" "Activated on Barnacle Chewing activity (1=true, 0=false)"
"BulletPhysics_BarnacleDragActivatedOnGargantuaBite" "Activated on Gargantua Bite activity (1=true, 0=false)"
"BulletPhysics_BarnacleChewMagnitude" "Impulse Magnitude"
"BulletPhysics_BarnacleChewInterval" "Trigger Interval"
"BulletPhysics_BarnacleConstraintLimitAdjustmentExtraHeight" "Extra Height"
"BulletPhysics_BarnacleConstraintLimitAdjustmentInterval" "Trigger Interval"
"BulletPhysics_BarnacleConstraintLimitAdjustmentAxis" "Axis(0=X,1=Y,2=Z,-1=Any)"
"BulletPhysics_CameraActivateOnIdle" "Activate on Idle"
"BulletPhysics_CameraActivateOnDeath" "Activate on Death"
"BulletPhysics_CameraActivateOnCaughtByBarnacle" "Activate on Caught By Barnacle"
"BulletPhysics_CameraSyncViewOrigin" "Sync. view origin"
"BulletPhysics_CameraSyncViewAngles" "Sync. view angles"
"BulletPhysics_CameraUseSimOrigin" "Use simorg as base camera origin"
"BulletPhysics_CameraOriginalViewHeightStand" "Original view height on standing"
"BulletPhysics_CameraOriginalViewHeightDuck" "Original view height on crouching"
"BulletPhysics_CameraMappedViewHeightStand" "Mapped view height on standing"
"BulletPhysics_CameraMappedViewHeightDuck" "Mapped view height on crouching"
"BulletPhysics_CameraNewViewHeightDucking" "New view height after crouching"
"BulletPhysics_SimpleBuoyancyMagnitude" "Magnitude"
"BulletPhysics_SimpleBuoyancyLinearDamping" "LinearDamping"
"BulletPhysics_SimpleBuoyancyAngularDamping" "AngularDamping"
"BulletPhysics_ConfigId" "ConfigId"
"BulletPhysics_Name" "Name"
"BulletPhysics_DebugDrawLevel" "DebugDraw Lv."
"BulletPhysics_Shape" "Shape"
"BulletPhysics_Bone" "Bone"
"BulletPhysics_Mass" "Mass"
"BulletPhysics_Flags" "Flags"
"BulletPhysics_Density" "Density"
"BulletPhysics_Origin" "Origin"
"BulletPhysics_Angles" "Angles"
"BulletPhysics_LinearFriction" "Linear Friction"
"BulletPhysics_RollingFriction" "Rolling Friction"
"BulletPhysics_Restitution" "Restitution"
"BulletPhysics_CCDRadius" "CCD Radius"
"BulletPhysics_CCDThreshold" "CCD Threshold"
"BulletPhysics_LinearSleepingThreshold" "Linear SleepingThreshold"
"BulletPhysics_AngularSleepingThreshold" "Angular SleepingThreshold"
"BulletPhysics_AdditionalDampingFactor" "Additional Damping Factor"
"BulletPhysics_AdditionalLinearDampingThresholdSqr" "Additional Linear Damping Threshold Sqr"
"BulletPhysics_AdditionalAngularDampingThresholdSqr" "Additional Angular Damping Threshold Sqr"
"BulletPhysics_Size" "Size"
"BulletPhysics_SizeX" "X"
"BulletPhysics_SizeY" "Y"
"BulletPhysics_SizeZ" "Z"
"BulletPhysics_ShapeDirection" "Direction"
"BulletPhysics_ResourcePath" "Resource Path"
"BulletPhysics_None" "--"
"BulletPhysics_Box" "Box"
"BulletPhysics_Sphere" "Sphere"
"BulletPhysics_Capsule" "Capsule"
"BulletPhysics_CapsuleX" "CapsuleX"
"BulletPhysics_CapsuleY" "CapsuleY"
"BulletPhysics_CapsuleZ" "CapsuleZ"
"BulletPhysics_Cylinder" "Cylinder"
"BulletPhysics_CylinderX" "CylinderX"
"BulletPhysics_CylinderY" "CylinderY"
"BulletPhysics_CylinderZ" "CylinderZ"
"BulletPhysics_MultiSphere" "MultiSphere"
"BulletPhysics_TriangleMesh" "TriangleMesh"
"BulletPhysics_Compound" "Compound"
"BulletPhysics_Type" "Type"
"BulletPhysics_Value" "Value"
"BulletPhysics_RotOrder" "RotOrder"
"BulletPhysics_RigidBodyA" "Rigid.A"
"BulletPhysics_RigidBodyB" "Rigid.B"
"BulletPhysics_OriginA" "Origin.A"
"BulletPhysics_OriginB" "Origin.B"
"BulletPhysics_AnglesA" "Angles.A"
"BulletPhysics_AnglesB" "Angles.B"
"BulletPhysics_Forward" "Forward"
"BulletPhysics_MaxTolerantLinearError" "Max Tolerant LinearError"
"BulletPhysics_UseSeperateLocalFrame" "use Seperate LocalFrame as Joint"
"BulletPhysics_UseGlobalJointFromA" "use GlobalJoint from A"
"BulletPhysics_UseGlobalJointFromB" "use GlobalJoint from B"
"BulletPhysics_UseLookAtOther" "Joint Look at the other rigidbody"
"BulletPhysics_UseGlobalJointOriginFromOther" "use GlobalJoint origin from other"
"BulletPhysics_UseRigidBodyDistanceAsLinearLimit" "use RigidBody distance as LinearLimit"
"BulletPhysics_UseLinearReferenceFrameA" "use LinearReferenceFrame from A"
"BulletPhysics_UseLinearReferenceFrameB" "use LinearReferenceFrame from B"
"BulletPhysics_DisableCollision" "Disable Collision"
"BulletPhysics_DontDisableCollision" "Don't Disable Collision"
"BulletPhysics_Barnacle" "Barnacle"
"BulletPhysics_Gargantua" "Gargantua"
"BulletPhysics_OverrideStudioCheckBBox" "Override Engine's BBOX Visibility Check"
"BulletPhysics_OverrideAllBones" "Override all bone animations"
"BulletPhysics_OverrideController" "Override Controller"
"BulletPhysics_OverrideBlending" "Override Blending"
"BulletPhysics_Idle" "Idle"
"BulletPhysics_Death" "Death"
"BulletPhysics_CaughtByBarnacle" "Being caught by barnacle"
"BulletPhysics_BarnaclePulling" "Barnacle pulling prey"
"BulletPhysics_BarnacleChewing" "Barnacle chewing"
"BulletPhysics_GargantuaBite" "Gargantua bite"
"BulletPhysics_Debug" "Debug"
"BulletPhysics_DeactiveOnNormalActivity" "Deactive on Normal Activity"
"BulletPhysics_DeactiveOnDeathActivity" "Deactive on Death Activity"
"BulletPhysics_DeactiveOnCaughtByBarnacleActivity" "Deactive on being caught by barnacle activity"
"BulletPhysics_DeactiveOnBarnaclePullingActivity" "Deactive on barnacle pulling prey activity"
"BulletPhysics_DeactiveOnBarnacleChewingActivity" "Deactive on barnacle chewing activity"
"BulletPhysics_DeactiveOnGargantuaBiteActivity" "Deactive on gargantua bite activity"
"BulletPhysics_DontResetPoseOnErrorCorrection" "Dont ResetPose on ErrorCorrection"
"BulletPhysics_DeferredCreate" "Deferred Create"
"BulletPhysics_AffectsRigidBody" "Affects RigidBody"
"BulletPhysics_AffectsConstraint" "Affects Constraint"
"BulletPhysics_CreateStaticObject" "New StaicObject (%s1)"
"BulletPhysics_CreateDynamicObject" "New DynamicObject (%s1)"
"BulletPhysics_CreateRagdollObject" "New RagdollObject (%s1)"
"BulletPhysics_EditPhysicObject" "Edit PhysicObject (%s1)"
"BulletPhysics_EditRigidBody" "Edit RigidBody (%s1)"
"BulletPhysics_CloneRigidBody" "Clone RigidBody (%s1)"
"BulletPhysics_MoveRigidBody" "Move RigidBody (%s1)"
"BulletPhysics_RotateRigidBody" "Rotate RigidBody (%s1)"
"BulletPhysics_ResizeRigidBody" "Resize RigidBody (%s1)"
"BulletPhysics_DeleteRigidBody" "Delete RigidBody (%s1)"
"BulletPhysics_DeleteSelectedRigidBody" "Delete RigidBody"
"BulletPhysics_ShiftUpRigidBody" "Shift Up (%s1)"
"BulletPhysics_ShiftDownRigidBody" "Shift Down (%s1)"
"BulletPhysics_CreateRigidBody" "New RigidBody"
"BulletPhysics_CreateRigidBodyFor" "New RigidBody (%s1)"
"BulletPhysics_EditConstraint" "Edit Constraint (%s1)"
"BulletPhysics_CloneConstraint" "Clone Constraint (%s1)"
"BulletPhysics_MoveConstraint" "Move Constraint (%s1)"
"BulletPhysics_RotateConstraint" "Rotate Constraint (%s1)"
"BulletPhysics_DeleteConstraint" "Delete Constraint (%s1)"
"BulletPhysics_DeleteSelectedConstraint" "Delete Constraint"
"BulletPhysics_ShiftUpConstraint" "Shift Up (%s1)"
"BulletPhysics_ShiftDownConstraint" "Shift Down (%s1)"
"BulletPhysics_CreateConstraint" "New Constraint"
"BulletPhysics_CreateConstraintFor" "New Constraint (%s1)"
"BulletPhysics_EditPhysicBehavior" "Edit Behavior (%s1)"
"BulletPhysics_ClonePhysicBehavior" "Clone Behavior (%s1)"
"BulletPhysics_MovePhysicBehavior" "Move Behavior (%s1)"
"BulletPhysics_RotatePhysicBehavior" "Rotate Behavior (%s1)"
"BulletPhysics_DeletePhysicBehavior" "Delete Behavior (%s1)"
"BulletPhysics_DeleteSelectedPhysicBehavior" "Delete PhysicBehavior"
"BulletPhysics_ShiftUpPhysicBehavior" "Shift Up (%s1)"
"BulletPhysics_ShiftDownPhysicBehavior" "Shift Down (%s1)"
"BulletPhysics_CreatePhysicBehavior" "New Behavior"
"BulletPhysics_CreatePhysicBehaviorFor" "New Behavior (%s1)"
"BulletPhysics_EditAnimControl" "Edit AnimControl"
"BulletPhysics_CloneAnimControl" "Clone AnimControl"
"BulletPhysics_DeleteAnimControl" "Delete AnimControl"
"BulletPhysics_DeleteSelectedPhysicBehavior" "Delete AnimControl"
"BulletPhysics_ShiftUpAnimControl" "Shift Up"
"BulletPhysics_ShiftDownAnimControl" "Shift Down"
"BulletPhysics_CreateAnimControl" "New AnimControl"
"BulletPhysics_EnableDebugAnim" "Enable Debug Anim"
"BulletPhysics_DisableDebugAnim" "Disable Debug Anim"
"BulletPhysics_AnimControl" "Animation"
"BulletPhysics_Index" "index"
"BulletPhysics_ShiftUp" "Shift Up"
"BulletPhysics_ShiftDown" "Shift Down"
"BulletPhysics_AlwaysDynamic" "Always Dynamic"
"BulletPhysics_AlwaysKinematic" "Always Kinematic"
"BulletPhysics_AlwaysStatic" "Always Static"
"BulletPhysics_InvertStateOnIdle" "Invert kinematic state on Idle"
"BulletPhysics_InvertStateOnDeath" "Invert kinematic state on Death"
"BulletPhysics_InvertStateOnCaughtByBarnacle" "Invert state on caught by barnacle activity"
"BulletPhysics_InvertStateOnBarnaclePulling" "Invert state on barnacle pulling prey activity"
"BulletPhysics_InvertStateOnBarnacleChewing" "Invert state on barnacle chewing activity"
"BulletPhysics_InvertStateOnGargantuaBite" "Invert state on gargantua bite activity"
"BulletPhysics_NoCollisionToWorld" "No Coll. to World"
"BulletPhysics_NoCollisionToStaticObject" "No Coll. to Static"
"BulletPhysics_NoCollisionToDynamicObject" "No Coll. to Dynamic"
"BulletPhysics_NoCollisionToRagdollObject" "No Coll. to Ragdoll"
"BulletPhysics_PhysicEditor" "PhysicObject Editor"
"BulletPhysics_RigidBodyEditor" "RigidBody Editor"
"BulletPhysics_ConstraintEditor" "Constraint Editor"
"BulletPhysics_CollisionShapeEditor" "CollisionShape Editor"
"BulletPhysics_PhysicBehaviorEditor" "PhysicBehavior Editor"
"BulletPhysics_AnimControlEditor" "AnimControl Editor"
"BulletPhysics_Config" "Config"
"BulletPhysics_Reload" "Reload (CTRL+R)"
"BulletPhysics_Reload_ToolTips" "Reload configs and physic objects."
"BulletPhysics_Save" "Save (CTRL+S)"
"BulletPhysics_Save_ToolTips" "Save all changes into files."
"BulletPhysics_SaveConfirmationTitle"    "Are you sure ?"
"BulletPhysics_SaveConfirmationText"     "Warning: all changes will be written into _physics.txt and cannot be reverted!"
"BulletPhysics_Generate" "Generate"
"BulletPhysics_Edit" "Edit"
"BulletPhysics_Move" "Move"
"BulletPhysics_Rotate" "Rotate"
"BulletPhysics_Resize "Resize"
"BulletPhysics_PhysicRotOrder_XYZ"  "XYZ"
"BulletPhysics_PhysicRotOrder_XZY"  "XZY"
"BulletPhysics_PhysicRotOrder_YXZ"  "YXZ"
"BulletPhysics_PhysicRotOrder_YZX"  "YZX"
"BulletPhysics_PhysicRotOrder_ZXY"  "ZXY"
"BulletPhysics_PhysicRotOrder_ZYX"  "ZYX"
"BulletPhysics_ConeTwistSwingSpanLimit1"  "SwingSpanLimit1"
"BulletPhysics_ConeTwistSwingSpanLimit2"  "SwingSpanLimit2"
"BulletPhysics_ConeTwistTwistSpanLimit"  "TwistSpanLimit"
"BulletPhysics_ConeTwistSoftness"  "Softness"
"BulletPhysics_ConeTwistBiasFactor"  "BiasFactor"
"BulletPhysics_ConeTwistRelaxationFactor"  "RelaxationFactor"
"BulletPhysics_HingeLowLimit"  "LowLimit"
"BulletPhysics_HingeHighLimit"  "HighLimit"
"BulletPhysics_HingeSoftness"  "Softness"
"BulletPhysics_HingeBiasFactor"  "BiasFactor"
"BulletPhysics_HingeRelaxationFactor"  "RelaxationFactor"
"BulletPhysics_SliderLowerLinearLimit"  "LowerLinearLimit"
"BulletPhysics_SliderUpperLinearLimit"  "UpperLinearLimit"
"BulletPhysics_SliderLowerAngularLimit"  "LowerAngularLimit"
"BulletPhysics_SliderUpperAngularLimit"  "UpperAngularLimit"
"BulletPhysics_Dof6LowerLinearLimitX"  "LowerLinearLimitX"
"BulletPhysics_Dof6LowerLinearLimitY"  "LowerLinearLimitY"
"BulletPhysics_Dof6LowerLinearLimitZ"  "LowerLinearLimitZ"
"BulletPhysics_Dof6UpperLinearLimitX"  "UpperLinearLimitX"
"BulletPhysics_Dof6UpperLinearLimitY"  "UpperLinearLimitY"
"BulletPhysics_Dof6UpperLinearLimitZ"  "UpperLinearLimitZ"
"BulletPhysics_Dof6LowerAngularLimitX"  "LowerAngularLimitX"
"BulletPhysics_Dof6LowerAngularLimitY"  "LowerAngularLimitY"
"BulletPhysics_Dof6LowerAngularLimitZ"  "LowerAngularLimitZ"
"BulletPhysics_Dof6UpperAngularLimitX"  "UpperAngularLimitX"
"BulletPhysics_Dof6UpperAngularLimitY"  "UpperAngularLimitY"
"BulletPhysics_Dof6UpperAngularLimitZ"  "UpperAngularLimitZ"
"BulletPhysics_Dof6SpringEnableLinearSpringX"  "SpringEnableLinearSpringX"
"BulletPhysics_Dof6SpringEnableLinearSpringY"  "SpringEnableLinearSpringY"
"BulletPhysics_Dof6SpringEnableLinearSpringZ"  "SpringEnableLinearSpringZ"
"BulletPhysics_Dof6SpringEnableAngularSpringX"  "SpringEnableAngularSpringX"
"BulletPhysics_Dof6SpringEnableAngularSpringY"  "SpringEnableAngularSpringY"
"BulletPhysics_Dof6SpringEnableAngularSpringZ"  "SpringEnableAngularSpringZ"
"BulletPhysics_Dof6SpringLinearStiffnessX"  "SpringLinearStiffnessX"
"BulletPhysics_Dof6SpringLinearStiffnessY"  "SpringLinearStiffnessY"
"BulletPhysics_Dof6SpringLinearStiffnessZ"  "SpringLinearStiffnessZ"
"BulletPhysics_Dof6SpringAngularStiffnessX"  "SpringAngularStiffnessX"
"BulletPhysics_Dof6SpringAngularStiffnessY"  "SpringAngularStiffnessY"
"BulletPhysics_Dof6SpringAngularStiffnessZ"  "SpringAngularStiffnessZ"
"BulletPhysics_Dof6SpringAngularStiffnessX"  "SpringAngularStiffnessX"
"BulletPhysics_Dof6SpringAngularStiffnessY"  "SpringAngularStiffnessY"
"BulletPhysics_Dof6SpringLinearDampingX"  "SpringLinearDampingX"
"BulletPhysics_Dof6SpringLinearDampingY"  "SpringLinearDampingY"
"BulletPhysics_Dof6SpringLinearDampingZ"  "SpringLinearDampingZ"
"BulletPhysics_Dof6SpringAngularDampingX"  "SpringAngularDampingX"
"BulletPhysics_Dof6SpringAngularDampingY"  "SpringAngularDampingY"
"BulletPhysics_Dof6SpringAngularDampingZ"  "SpringAngularDampingZ"
"BulletPhysics_LinearERP"  "LinearERP"
"BulletPhysics_LinearCFM"  "LinearCFM"
"BulletPhysics_LinearStopERP"  "LinearStopERP"
"BulletPhysics_LinearStopCFM"  "LinearStopCFM"
"BulletPhysics_AngularERP"  "AngularERP"
"BulletPhysics_AngularCFM"  "AngularCFM"
"BulletPhysics_AngularStopERP"  "AngularStopERP"
"BulletPhysics_AngularStopCFM"  "AngularStopCFM"
"BulletPhysics_ShapeDirection_ToolTips" "The direction of CollisionShape, can be either X, Y or Z. default to Y."
"BulletPhysics_RigidBodyName_ToolTips" "The name of rigidbody, must be unique in the config."
"BulletPhysics_RigidBodyBone_ToolTips" "Which bone the rigidbody is bound to ? The rigidbody will be placed at origin if no bone is specified."
"BulletPhysics_RigidBodyShape_ToolTips" "The collision shape of rigidbody."
"BulletPhysics_RigidDebugDrawLevel_ToolTips" "Only rigidbody with debugDrawLevel >= bv_debug_draw_level_xxx and debugDrawLevel > 0 will be drawn in debug view."
"BulletPhysics_PhysicObjectDrawLevel_ToolTips" "Only physic object with debugDrawLevel >= bv_debug_draw_level_xxx will be drawn in debug view."
"BulletPhysics_RigidBodyMass_ToolTips" "The mass of a rigidbody affects how it responds to forces, such as gravity, collisions, and other physical interactions. "
"BulletPhysics_LinearFriction_ToolTips" "Controls how objects interact in terms of their surface resistance to sliding against each other.\n The friction coefficient is a scalar value that typically ranges from 0 (perfectly smooth, no friction) to 1 (high friction), although values greater than 1 are also valid and sometimes used for very rough surfaces."
"BulletPhysics_RollingFriction_ToolTips" "Simulate the resistance an object encounters while rolling on a surface."
"BulletPhysics_Restitition_ToolTips" "bounciness of a material or object during collisions. It is a crucial parameter for determining how much energy is conserved when objects collide and rebound off each other."
"BulletPhysics_CCDRadius_ToolTips" "The CCD Radius is used to define a sphere around the moving object that extends the effective area checked for collisions. This sphere is used to sweep from the object's previous position to its new position, checking for intersections with other collision objects.\nUsage: Setting a larger radius increases the chance of detecting collisions with other objects during high-speed movements but can also increase the computational overhead. The radius should be set based on the size of the object and the maximum expected speed."
"BulletPhysics_CCDThreshold_ToolTips" "The CCD Motion Threshold is the distance an object must move in one simulation step before CCD is applied. If the object's motion is less than this threshold, CCD is not used, and traditional collision detection methods are applied."
"BulletPhysics_LinearSleepingThreshold_ToolTips" "The linearSleepingThreshold defines the velocity below which an object's linear (translational) motion is considered insignificant for simulation purposes. If the linear velocity of an object falls below this threshold for a certain period, the object can be put to sleep, meaning its linear motion is no longer updated by the physics simulation until an external interaction wakes it up."
"BulletPhysics_AngularSleepingThreshold_ToolTips" "the angularSleepingThreshold defines the velocity below which an object's angular (rotational) motion is considered insignificant. If the angular velocity of an object falls below this threshold for a certain period, the object can be put to sleep, and its rotational motion will be frozen until it is woken up by some external force or interaction."
"BulletPhysics_AdditionalDampingFactor_ToolTips" "Controls the strength of additional damping applied to the rigid body. Higher values provide more damping, reducing oscillations and improving stability. Range: 0.0 to 1.0."
"BulletPhysics_AdditionalLinearDampingThresholdSqr_ToolTips" "Linear velocity threshold squared below which additional linear damping is applied. Objects moving slower than this threshold will experience additional damping to help them come to rest more smoothly."
"BulletPhysics_AdditionalAngularDampingThresholdSqr_ToolTips" "Angular velocity threshold squared below which additional angular damping is applied. Objects rotating slower than this threshold will experience additional angular damping to help them stop rotating more smoothly."
"BulletPhysics_InspectItem_Entity" "Entity (F1)"
"BulletPhysics_InspectItem_PhysicObject" "PhysicObject (F2)"
"BulletPhysics_InspectItem_RigidBody" "RigidBody (F3)"
"BulletPhysics_InspectItem_Constraint" "Constraint (F4)"
"BulletPhysics_InspectItem_PhysicBehavior" "PhysicBehavior (F5)"
"BulletPhysics_InspectMode_Entity" "InspectMode: Entity"
"BulletPhysics_InspectMode_PhysicObject" "InspectMode: PhysicObject"
"BulletPhysics_InspectMode_RigidBody" "InspectMode: RigidBody"
"BulletPhysics_InspectMode_Constraint" "InspectMode: Constraint"
"BulletPhysics_InspectMode_PhysicBehavior" "InspectMode: PhysicBehavior"
"BulletPhysics_EditMode_Move" "EditMode: Move\n--Use LEFT/RIGHT for X adjustment\n--Use UP/DOWN for Y adjustment\n--Use PAGEUP/PAGEDOWN for Z adjustment\n--SHIFT+KEY = faster step\n--ALT+KEY = slower step"
"BulletPhysics_EditMode_Rotate" "EditMode: Rotate\n--Use LEFT/RIGHT for Pitch adjustment\n--Use UP/DOWN for Yaw adjustment\n--Use PAGEUP/PAGEDOWN for Roll adjustment\n--SHIFT+KEY = faster step\n--ALT+KEY = slower step"
"BulletPhysics_EditMode_Resize" "EditMode: Resize\n--Use LEFT/RIGHT for X-size adjustment\n--Use UP/DOWN for Y-size adjustment\n--Use PAGEUP/PAGEDOWN for Z-size adjustment\n--SHIFT+KEY = faster step\n--ALT+KEY = slower step"
"BulletPhysics_EnableDebugAnim" "Enable Debug Animation"
}
}