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author | Erwin Coumans <blender@erwincoumans.com> | 2006-05-11 21:58:23 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-05-11 21:58:23 +0400 |
commit | ede20c166a4fcaedaaf5c5392d00e3a99ecc8ad2 (patch) | |
tree | d3aa15cd27cffd73bb970ea58c898ddc56c21532 /source/gameengine/Converter/BL_ArmatureObject.h | |
parent | d3dd1da8d429ea72ad42afe4b34692c345ef8c78 (diff) |
- Charlie provided a work-around for some armature related crashes
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.h')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h index af0212d77a8..aafc8271dd6 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.h +++ b/source/gameengine/Converter/BL_ArmatureObject.h @@ -77,6 +77,7 @@ public: /// Returns the bone length. The end of the bone is in the local y direction. float GetBoneLength(Bone* bone) const; + virtual int GetGameObjectType() { return OBJ_ARMATURE; } protected: Object *m_objArma; struct bArmature *m_armature; |