Fix T37325: applyRotation() wasn't working correctly on rigid bodies in the game engine.
During the physics cleanup/refactor, the rotation matrix in CcdPhysicsController::RelativeRotate() became transposed.
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@ -947,9 +947,9 @@ void CcdPhysicsController::RelativeRotate(const MT_Matrix3x3& rotval,bool local
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return;
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}
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btMatrix3x3 drotmat(rotval[0].x(), rotval[1].x(), rotval[2].x(),
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rotval[0].y(), rotval[1].y(), rotval[2].y(),
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rotval[0].z(), rotval[1].z(), rotval[2].z());
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btMatrix3x3 drotmat(rotval[0].x(), rotval[0].y(), rotval[0].z(),
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rotval[1].x(), rotval[1].y(), rotval[1].z(),
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rotval[2].x(), rotval[2].y(), rotval[2].z());
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btMatrix3x3 currentOrn;
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