BulletSim: Move all the parameter variables, tables and get and fetch logic to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
BulletSim: repair vehicle problems introduced in previous 'improvements'. Fix line endings in BSParams.
BulletSim: add BSPhysObject code to manage registrations of preStep events. Use same to implement setForce and setTorque so the values are restored at the beginning of each step (since Bullet zeros forces applied last step). Simplify implementation of AddForce and AddTorque by relying on the addition of forces in Bullet.
BulletSim: Fix llApplyImpulse so it works after the first impulse. The problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving).
BulletSim: remove the movement decay while flying. Made flying slow down over time.
BulletSim: remove all special vehicle code from BSScene. Replace per-frame updates for vehicles with per-frame action registration. One fewer special case.
Add helper routine Util.InRange()
BulletSim: add Enabled parameter and operation to motors.
BulletSim: remove post step one-time taints (doesn't make any sense). Rename pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
BulletSim: modify avatar motor code to make falling movement better. Clean up some usages. Disable motor when done.
Whitespace change to trigger bot
White space change to trigger bot
Revert "White space change to trigger bot"

This reverts commit bad9cb918a3a51038c0a833b3d644cb3bf4864ad.
Revert "Whitespace change to trigger bot"

This reverts commit 7b0604dc492b95b0edaeb4de367e1f92d29e85d3.
* Initial commit of BulletSimN (BulletSNPlugin).   Purely C# implementation of BulletSim.    This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work).  This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK.    At the moment, it supports all known features of BulletSim.   Think of it like.. POS but everything works.   To use this plugin, set the physics plugin to BulletSimN.
* Added third party license for Bullet-xna.
* Update Example to include BulletSimN option and description.
* Update BulletSimN terrain implementation to default to Heightfield, it's less CPU intensive.
BulletSim: Fix single physical prim reporting its mass as zero.
Properly return root mass as mass of just the root prim rather
than the mass of the linkset. SOG has the logic to add the masses
together to get the linkset mass.
Update TODO list.
BulletSim: Default avatar density changed to 3.5 which is WAY closer
to the SL value.
Fixed frictin values for physical materials which were just wrong
which caused things that should have slipped to not.