Attempt to fix rigid body scaling
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@ -428,9 +428,9 @@ class RigidBody extends iron.Trait {
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currentScaleX = v.x;
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currentScaleY = v.y;
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currentScaleZ = v.z;
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vec1.setX(bodyScaleX * v.x);
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vec1.setY(bodyScaleY * v.y);
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vec1.setZ(bodyScaleZ * v.z);
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vec1.setX(v.x / bodyScaleX);
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vec1.setY(v.y / bodyScaleY);
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vec1.setZ(v.z / bodyScaleZ);
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btshape.setLocalScaling(vec1);
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var worldDyn:bullet.Bt.DynamicsWorld = physics.world;
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var worldCol:bullet.Bt.CollisionWorld = worldDyn;
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