Continuing the discussion from Missing static friction:
Since it looks like static friction simulation is not being addressed I tried to work around it by making a script that upon collision start raises the dynamic friction of an entity to the maximum, reverts it to previous value upon collision end. That didn’t work, so I tried this manually (as I wrote in the bug report topic). I noticed that any values for friction about 0.9900 are capped. This bug is similar to other bugs with rotation positioning where the value is either quantized to or clamped at too coarse a resolution Friction should be able to go to 0.9999 because there are many cases where one wants a surface to stop anything moving with considerable sliding force.