1. Fixed an issue with the bullet system where it was locking up for a long time when you stopped the simulation on a complex sim like hexapod. It was firing the position/rotation callbacks and resetting GUI positions for every object in the system. I modified this to cut out the callbacks if we are in the process of resetting. Also, added an IsResetting flag to the simulation.
2. Added the ability to set substeps for the physics engine for bullet. This lets you control the number of substeps to take between each physics step.
3. Got the enabler stimulus working.
4. Found an issue with the bullet motors where at lower unit scales they cannot cope with the gravity. If you reset the substeps low enough you can overcome this, but it is really slow. This seems to be a real problem for the belly flopper tutorial, but the hexapod sim seems to work fine. I need to explore this a little more. I started trying to add some code to apply a motor assist to try and help the motor overcome the forces, but I did not get this fully in place.
5. Added a PID controller to StdUtils to help with the motor assist above. Has not been tested.
7. Added member pointers for the parent/child Bl parts and Bt parts to all joints. This way I do not have to keep doing expensive cast operations.
8. Added a circular array to the StdADT's.