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FT collision part2: added most of the FT collision system.
Aka "World's most expensive flippers". This is an aggregate of collision-related changes made during 3DPB->FT transition. The most important part is in flipper collision - a shift from monolithic iterative solver in TFlipperEdge::EdgeCollision to a distributed non-iterative solver. Both 3DPB and FT data sets use FT collision, keeping two collision systems does not make much sense. From user perspective, FT/3DPB systems should not have any major differences.
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16 changed files with 489 additions and 396 deletions
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@ -631,6 +631,9 @@ TBall* TPinballTable::AddBall(float x, float y)
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ball->Position.X = x;
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ball->Position.Y = y;
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ball->PrevPosition = ball->Position;
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ball->SomeCounter1 = 0;
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ball->time_ticks1 = ball->time_ticks2 = pb::time_ticks;
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return ball;
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}
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