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authorDalai Felinto <dfelinto@gmail.com>2009-11-22 03:01:52 +0300
committerDalai Felinto <dfelinto@gmail.com>2009-11-22 03:01:52 +0300
commit573be3e687c9db985b1cfdb670e038370ba30628 (patch)
tree32051d76352b6b737b155b312c97e66b5d1d6761 /source/gameengine/Converter/KX_IpoConvert.cpp
parent1dfbf3a9f6d435fab163d0badf7ea6df17d8e2e0 (diff)
BGE: Removing OB prefix from object names - This will break scripts !!!! (also removing AC and ME :: internal changes only)
How it works now: whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts) How it was before: It was a mess :) We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators). Justification for the change: Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that. Remaining issues: 1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming) 2) I didn't see the code of dynamic mesh. It may need to be edited as well.
Diffstat (limited to 'source/gameengine/Converter/KX_IpoConvert.cpp')
-rw-r--r--source/gameengine/Converter/KX_IpoConvert.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/KX_IpoConvert.cpp b/source/gameengine/Converter/KX_IpoConvert.cpp
index cb823805435..359eedb1e5e 100644
--- a/source/gameengine/Converter/KX_IpoConvert.cpp
+++ b/source/gameengine/Converter/KX_IpoConvert.cpp
@@ -475,7 +475,7 @@ void BL_ConvertMaterialIpos(
Material *mat = give_current_material(blenderobject, material_index);
STR_HashedString matname;
if(mat) {
- matname= mat->id.name;
+ matname= mat->id.name; // who is using this name? can we remove the MA here?
ConvertMaterialIpos(mat, matname.hash(), gameobj, converter);
}
}