followup to #522

Contrary to http://en.wikipedia.org/wiki/Buoyancy#Archimedes.27_principle, getting players to float similar to rigidshapes and wheeledvehicles when water density matches or exceeds it, we need to get the water density derived from https://github.com/GarageGames/Torque3D/blob/69838bdc8c9bc055b9b1ae76f42b0f28d2a33909/Engine/source/T3D/shapeBase.cpp#L1607 and divide that by player density *(and again, specifically player density. the rest work fine) rather than the other way around.