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UPBGE: Fix character collision detection. (#866)
Chracter controller is using a ghost object and in particular a ghost object caching collision pairs named btPairCachingGhostObject. But with the recent update of bullet, we realized after some bug reported around character that the caching of collision is not anymore supported in a safe way. Instead of fixing the caching mechanism, it was choose to replace btPairCachingGhostObject by btGhostObject. The btGhostObject is already maintaining a cache of object overlapping the only step added is asking the pair cache in the world dispatcher for the character ghost and one of its overlapping objects. By this way the character is just reading and not managing duplication or deletion of manifold in its own cache which is the safest solution. In the same time the function btSequentialImpulseConstraintSolver::getOrInitSolverBody is not handling ghost object but only soft, rigid, kinematic and multibody. An assert is disabled with the adjonction of ghost type check. Fix issue #838.
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