BulletSim: fix logic for enabling unmanaged code debug messages.
Free pinned memory when physics engine is unloaded.user_profiles
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					@ -166,7 +166,7 @@ public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet
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    // If Debug logging level, enable logging from the unmanaged code
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					    // If Debug logging level, enable logging from the unmanaged code
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    m_DebugLogCallbackHandle = null;
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					    m_DebugLogCallbackHandle = null;
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    if (BSScene.m_log.IsDebugEnabled || PhysicsScene.PhysicsLogging.Enabled)
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					    if (BSScene.m_log.IsDebugEnabled && PhysicsScene.PhysicsLogging.Enabled)
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    {
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					    {
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        BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader);
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					        BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader);
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        if (PhysicsScene.PhysicsLogging.Enabled)
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					        if (PhysicsScene.PhysicsLogging.Enabled)
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					@ -212,6 +212,19 @@ public override void Shutdown(BulletWorld world)
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{
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					{
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    BulletWorldUnman worldu = world as BulletWorldUnman;
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					    BulletWorldUnman worldu = world as BulletWorldUnman;
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    BSAPICPP.Shutdown2(worldu.ptr);
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					    BSAPICPP.Shutdown2(worldu.ptr);
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					    if (m_paramsHandle.IsAllocated)
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					    {
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					        m_paramsHandle.Free();
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					    }
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					    if (m_collisionArrayPinnedHandle.IsAllocated)
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					    {
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					        m_collisionArrayPinnedHandle.Free();
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					    }
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					    if (m_updateArrayPinnedHandle.IsAllocated)
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					    {
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					        m_updateArrayPinnedHandle.Free();
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					    }
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}
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					}
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public override bool PushUpdate(BulletBody obj)
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					public override bool PushUpdate(BulletBody obj)
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