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authorCampbell Barton <ideasman42@gmail.com>2008-07-10 18:23:19 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-07-10 18:23:19 +0400
commit310a37c29c283b2a7aef0ec2e3cc7fe366b23698 (patch)
treee079ed16f552083b09af23d916eb0561bb14d37d /source/gameengine/Converter/KX_ConvertActuators.cpp
parent99fdf27af92b9bd9d05c108f2c2c8a240c5536bc (diff)
Adding an option for action actuator - "Continue" this means animations always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable.
When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 9b1bc1e6b90..1f87e9d9ac7 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -193,6 +193,7 @@ void BL_ConvertActuators(char* maggiename,
actact->type, // + 1, because Blender starts to count at zero,
actact->blendin,
actact->priority,
+ actact->end_reset,
actact->stridelength
// Ketsji at 1, because zero is reserved for "NoDef"
);