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korman should prevent exporting dynamic physicals with a weight of 0 #462

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@dpogue

plPhysX will crash the game in IInitActor if an object is marked as being dynamic but has a weight of 0.The default state for physicals in korman is to have a weight of 0, and it's easy to turn on the Dynamic checkbox and not think about it.

On more than one occasion I've had to build my own client and use a debugger to track down why the client is crashing, only to discover that it's because I forgot to give an object a weight.

korman should warn about these on export, or show a warning message when turning on the Dynamic checkbox if the weight is 0.

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