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Explicitly count static colliders as inactive in broad phase (Jondolf…
…#283) # Objective Currently, the broad phase determines whether a body is inactive just by checking if the position or rotation has changed. If a static body is moved, it will unnecessarily check collisions against other static bodies. This can cause performance issues with e.g. floating point worlds where all entities are frequently moved. ## Solution Also check whether the body is static in the `update_aabb_intervals` system.
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