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authorMitchell Stokes <mogurijin@gmail.com>2012-08-06 04:53:26 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-08-06 04:53:26 +0400
commit583fa7d1eaa5e13eb9d86b0fd198b0af2b6b2023 (patch)
tree02d60b1775046365173004296e0d5acd1b5e662a
parenta423f55ca9eb03c27b94f87e655d8ebd71e34cb6 (diff)
Fix for [#32054] "Animation break after resuming scene" reported by Andreas Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
-rw-r--r--source/gameengine/Ketsji/BL_Action.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp
index fbeb34b70b4..a21c3965be9 100644
--- a/source/gameengine/Ketsji/BL_Action.cpp
+++ b/source/gameengine/Ketsji/BL_Action.cpp
@@ -206,7 +206,7 @@ bool BL_Action::Play(const char* name,
}
// Now that we have an action, we have something we can play
- m_starttime = KX_GetActiveEngine()->GetFrameTime();
+ m_starttime = -1.f; // We get the start time on our first update
m_startframe = m_localtime = start;
m_endframe = end;
m_blendin = blendin;
@@ -338,6 +338,11 @@ void BL_Action::Update(float curtime)
curtime -= KX_KetsjiEngine::GetSuspendedDelta();
+ // Grab the start time here so we don't end up with a negative m_localtime when
+ // suspending and resuming scenes.
+ if (m_starttime < 0)
+ m_starttime = curtime;
+
if (m_calc_localtime)
SetLocalTime(curtime);
else