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author | Dalai Felinto <dfelinto@gmail.com> | 2009-11-22 03:01:52 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2009-11-22 03:01:52 +0300 |
commit | 573be3e687c9db985b1cfdb670e038370ba30628 (patch) | |
tree | 32051d76352b6b737b155b312c97e66b5d1d6761 /source/gameengine/Converter/KX_IpoConvert.cpp | |
parent | 1dfbf3a9f6d435fab163d0badf7ea6df17d8e2e0 (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.cpp | 2 |
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); } } |