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[libgdx] Apply skeleton.scaleX/scaleY to wind and gravity. See #2729.
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@ -168,7 +168,7 @@ public class PhysicsConstraint implements Updatable {
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}
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if (a >= t) {
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d = (float)Math.pow(damping, 60 * t);
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float m = massInverse * t, e = strength, w = wind * f, g = gravity * f;
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float m = massInverse * t, e = strength, w = wind * f * skeleton.scaleX, g = gravity * f * skeleton.scaleY;
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do {
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if (x) {
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xVelocity += (w - xOffset * e) * m;
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