But the impulse is scaled by the linear factor before being appllied as a torque impulse, which means that the object currently fails to rotate.

I have locally fixed this by going into this function:
btRigidBody::applyImpulse
And changing this line:
applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
To this:
applyTorqueImpulse(rel_pos.cross(impulse));
I'd be interested in knowing if this is indeed a bug, or I am misunderstanding the meaning of the m_linearFactor variable.
Thanks!
