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This PR updates the repo to work with ravarcade/VisualPinball.Engine#3.
Like in the other PR, bootstrapping has changed as well. Instead of the component implementing
IPhysicsEngine
, we now have a small classBulletPhysics
instantiated byEngineProvider
that adds the component if not already added. The component can be added to the table in the editor but will stay disabled if the table's physics engine is not set to Bullet.I must admit I haven't tested this yet. It compiles and it should, but there might be bugs. ;)