Suppose that I have an object with these dimensions (1, 4, 2) (x, y, z) lying on a flat surface and I apply a central impulse to it into the x direction: the object flies away. So far so good.
If I rotate this object with 90 degrees around its Y axis and use a different scale (2, 4, 1) the object looks exactly the same. In fact it should be the exact same object, it only has an internal rotation. However if I apply the same central impulse to this object, the object flies away in a completely different manner! It definitely doesn't produce the same flightpath as the first example, while theoretically it should! This only happens if the object is in contact with the ground, it won't happen in mid-air. So I'm suspecting that something really fishy is going on in the btSequentialImpulseConstraintSolver, as that one is responsible for handling the collision response.
In fact, this bug makes it very hard for us to create levels, since objects behave differently when rotated. When we use the ODE constraint solver, we didn't observe these rotation problems. So we're probably sticking to that solver, until this issue is... solved

Did anyone else notice this behavior?