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Damping and world damping is framerate dependent #81

@ElusiveFluffy

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@ElusiveFluffy

The world damping values get run every frame, so the higher the framerate the more dampening that happens (most noticeable with long bone chains). At lower FPS it will be more bouncy, but as you increase the max FPS it becomes less bouncy and just goes straight, making the physics not look as good.
Heres a video example showing what I mean, can see it the most in the tail

Editor.77.mp4

I have found a possible fix but isn't the best implementation to target how it looks at a specific FPS.
This is what I did to make it consistent across all framerate unless its lower than target fps, the edit is in "AnimNode_KawaiiPhysics.cpp" (and "AnimNode_KawaiiPhysics.h" to add cumulativeDeltaTime to each bone, had issues if not all bones had their own value for some reason), for some reason though this code randomly stops working for some physics nodes, maybe because I don't know much about C++. (I tried using delta time but couldn't figure out how to get it to work well)
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