Do not call C++ with positions, velocities or angular velocities that are NaNs. #2532
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It seems that in some cases (maybe when a part is about to be destroyed) KSP gives us NaNs in the positions, velocities, angular velocities, forces and torques. This change filters out such parts early in the C# code, as if they had no rigid body.
The alternative of letting
NaN
s enter the C++ code would be a nightmare because they would fail every singleCHECK
.Will hopefully fix #2530.