Do not force RigidBody's interpolation transform when the body is kinematic to allow velocity estimation to work right for dynamic bodies colliding with the kinematic body. Thanks to Andy51.
Changed WorkQueue to use a List<SharedPtr<WorkItem> > and ensure that it doesn't contain duplicates.
Changed AddWorkItem to take in a SharedPtr<WorkItem>.
Changed Render functions to use new WorkItem design.
Better fix for kinematic rigidbodies: let Bullet ask the world transform (as intended) from the scene node instead of us forcing it. You can still force rigidbody position using RigidBody::SetPosition() but it should be unnecessary.
Added automatic extension when saving material as
Merge remote-tracking branch 'remotes/alexparlett/feature/work-item-refactor'
Bullet rigidbody's inertia tensor does not depend on position, so no need to recalculate it if rigidbody position only is forced to a new value.
Merge remote-tracking branch 'upstream/master'
Fix order of exposing AnimatedModel functions to Lua so that all overloads of SetMorphWeight() & GetMorphWeight() work. Closes #182.
Merge remote-tracking branch 'upstream/master'