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authorCampbell Barton <ideasman42@gmail.com>2011-10-10 01:43:13 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-10-10 01:43:13 +0400
commit17b66b46ad3a09e948ec8143e394d1d9df6df6d6 (patch)
treef10fe07c2d8682be27dc6487324125395716878e /release
parent7306eb84f07c92a5bced22f7f38dd7de1770c425 (diff)
fix crash for recent navmesh edits when setting a non-mesh object to a navmesh.
also minor cleanup.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py14
1 files changed, 8 insertions, 6 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index 6925836c5a2..55ab3313579 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -47,8 +47,9 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
layout.prop(game, "physics_type")
layout.separator()
- #if game.physics_type == 'DYNAMIC':
- if game.physics_type in {'DYNAMIC', 'RIGID_BODY'}:
+ physics_type = game.physics_type
+
+ if physics_type in {'DYNAMIC', 'RIGID_BODY'}:
split = layout.split()
col = split.column()
@@ -108,7 +109,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
col.prop(game, "lock_rotation_y", text="Y")
col.prop(game, "lock_rotation_z", text="Z")
- elif game.physics_type == 'SOFT_BODY':
+ elif physics_type == 'SOFT_BODY':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
@@ -143,7 +144,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
sub.prop(soft, "cluster_iterations", text="Iterations")
- elif game.physics_type == 'STATIC':
+ elif physics_type == 'STATIC':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
@@ -164,9 +165,10 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
subsub.active = game.use_anisotropic_friction
subsub.prop(game, "friction_coefficients", text="", slider=True)
- elif game.physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
+ elif physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
layout.prop(ob, "hide_render", text="Invisible")
- elif game.physics_type == 'NAVMESH':
+
+ elif physics_type == 'NAVMESH':
layout.operator("mesh.assign_navpolygon")
layout.operator("mesh.assign_new_navpolygon")