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authorCampbell Barton <ideasman42@gmail.com>2011-11-05 06:30:25 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-11-05 06:30:25 +0400
commitb0adf37ef90c5c42ff48da9938fe1a041d52ae46 (patch)
tree5399725fb947b55c98a388c17ba9951b8e7178cc /source/blender/editors/object
parent057bf2a02bd453ac8dd5048baa298de39f213560 (diff)
- view bounds (now split from collision bounds) was still being used for bge physics in one place, comparison was incorrectly treating it as a flag too.
- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
Diffstat (limited to 'source/blender/editors/object')
-rw-r--r--source/blender/editors/object/object_edit.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/object/object_edit.c b/source/blender/editors/object/object_edit.c
index d3473225095..f2997dc743d 100644
--- a/source/blender/editors/object/object_edit.c
+++ b/source/blender/editors/object/object_edit.c
@@ -1182,7 +1182,7 @@ static void copy_attr(Main *bmain, Scene *scene, View3D *v3d, short event)
base->object->min_vel= ob->min_vel;
base->object->max_vel= ob->max_vel;
if (ob->gameflag & OB_BOUNDS) {
- base->object->boundtype = ob->boundtype;
+ base->object->collision_boundtype = ob->collision_boundtype;
}
base->object->margin= ob->margin;
base->object->bsoft= copy_bulletsoftbody(ob->bsoft);