Fixed some more of the mesh code so convex mesh works in the editor. Triangular mesh still needs to be done though
I also fixed another issue with the HasStaticJoint method. It should not return true if the object is not a collision part
Also fixed a bug with adding forces to parts. I had to add a call to wake-up the dynamics when adding parts to forces. This was not an issue when I had debug mode on, but when I turned it off then suddenly my mouse spring would quit working because the parts fell asleep.
I had the mass/density stuff messed up. I now have it so if mass is the root param it uses mass and calculates density. If density is key param it does opposite like it used to.
Got triangle meshes to work and show as Freeze = true if it is the bullet physics engine and triangle mesh type.
Fixed a couple of more places in blRigidBody. I added calculations for linear and angular acceleration and added code to find the velocity at a point on the body.