- view bounds (now split from collision bounds) was still being used for bge physics in one place, comparison was incorrectly treating it as a flag too.
- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
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@@ -1648,7 +1648,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
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}
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objprop.m_concave = (blenderobject->boundtype & 4) != 0;
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objprop.m_concave = (blenderobject->collision_boundtype == OB_BOUND_TRIANGLE_MESH);
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switch (physics_engine)
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{
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