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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-05 04:59:50 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-05 04:59:50 +0400
commit6483069a84fc335283ffe400f5a85c9be46a0a80 (patch)
treecbb0c130490fbd32acc8909d69e8d44e88f232a2
parent1ba044b18d669dc63fb9ac1b987fc75f6f07ed10 (diff)
Fix #29138: changing game engine physics type from soft body to occluder, navmesh
or no collision did not clear flag properly, causing soft body to still be partially applied.
-rw-r--r--source/blender/makesrna/intern/rna_object.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index 7e2700629ad..be2375f5716 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -901,11 +901,11 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
break;
case OB_BODY_TYPE_OCCLUDER:
ob->gameflag |= OB_OCCLUDER;
- ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_DYNAMIC|OB_NAVMESH);
+ ob->gameflag &= ~(OB_SENSOR|OB_RIGID_BODY|OB_SOFT_BODY|OB_COLLISION|OB_DYNAMIC|OB_NAVMESH);
break;
case OB_BODY_TYPE_NAVMESH:
ob->gameflag |= OB_NAVMESH;
- ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_DYNAMIC|OB_OCCLUDER);
+ ob->gameflag &= ~(OB_SENSOR|OB_RIGID_BODY|OB_SOFT_BODY|OB_COLLISION|OB_DYNAMIC|OB_OCCLUDER);
if (ob->type == OB_MESH) {
/* could be moved into mesh UI but for now ensure mesh data layer */
@@ -914,7 +914,7 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
break;
case OB_BODY_TYPE_NO_COLLISION:
- ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_OCCLUDER|OB_DYNAMIC|OB_NAVMESH);
+ ob->gameflag &= ~(OB_SENSOR|OB_RIGID_BODY|OB_SOFT_BODY|OB_COLLISION|OB_OCCLUDER|OB_DYNAMIC|OB_NAVMESH);
break;
case OB_BODY_TYPE_STATIC:
ob->gameflag |= OB_COLLISION;