Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorDalai Felinto <dfelinto@gmail.com>2009-08-03 18:56:46 +0400
committerDalai Felinto <dfelinto@gmail.com>2009-08-03 18:56:46 +0400
commitf4bc2131c0b2099f8762aedf99f4c9074802fbe9 (patch)
tree30568a7ba3ac44cb27a7231042fdb5957b2611ab /source/blender/makesdna/DNA_world_types.h
parent583fc3a2acb19d0e806600655e44fa625a950636 (diff)
Ignoring BGE world setting from previously files.
* That also means you can't really change them and save it before we actually do a do_version. * Marking the old variables in DNA_world_types.h to be removed.
Diffstat (limited to 'source/blender/makesdna/DNA_world_types.h')
-rw-r--r--source/blender/makesdna/DNA_world_types.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/makesdna/DNA_world_types.h b/source/blender/makesdna/DNA_world_types.h
index 200ff6d9324..64ff23dd1a8 100644
--- a/source/blender/makesdna/DNA_world_types.h
+++ b/source/blender/makesdna/DNA_world_types.h
@@ -71,12 +71,12 @@ typedef struct World {
/**
* Gravitation constant for the game world
*/
- float gravity; // moved to scene->gamedata in 2.5
+ float gravity; // XXX moved to scene->gamedata in 2.5
/**
* Radius of the activity bubble, in Manhattan length. Objects
* outside the box are activity-culled. */
- float activityBoxRadius; // moved to scene->gamedata in 2.5
+ float activityBoxRadius; // XXX moved to scene->gamedata in 2.5
short skytype;
/**
@@ -89,9 +89,9 @@ typedef struct World {
* bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling
*/
short mode; // partially moved to scene->gamedata in 2.5
- short occlusionRes; /* resolution of occlusion Z buffer in pixel */ // moved to scene->gamedata in 2.5
- short physicsEngine; /* here it's aligned */ // moved to scene->gamedata in 2.5
- short ticrate, maxlogicstep, physubstep, maxphystep; // moved to scene->gamedata in 2.5
+ short occlusionRes; /* resolution of occlusion Z buffer in pixel */ // XXX moved to scene->gamedata in 2.5
+ short physicsEngine; /* here it's aligned */ // XXX moved to scene->gamedata in 2.5
+ short ticrate, maxlogicstep, physubstep, maxphystep; // XXX moved to scene->gamedata in 2.5
float misi, miststa, mistdist, misthi;