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author | Erwin Coumans <blender@erwincoumans.com> | 2009-05-24 10:31:47 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2009-05-24 10:31:47 +0400 |
commit | 83bb096f24cb2252f90a77923bd1818930a2fed2 (patch) | |
tree | fd8c0854fac0f9d5bc830ab64fbfc0a1c4c181e6 /source/gameengine/Converter | |
parent | 45f2463c833577852b2c9d3c85e435fc25b945bd (diff) |
+ renamed pad3 to m_contactProcessingThreshold (thanks Campbell Barton/ideasman for confirming it is ok to rename it)
+ fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too)
+ added linear/angular spring for each of the 6DOFs of a generic 6dof constraint. This makes the generic 6dof constraint very versatile.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index a9c839595c2..d9e93d41f34 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1422,7 +1422,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, ///contact processing threshold is only for rigid bodies and static geometry, not 'dynamic' if (objprop.m_angular_rigidbody || !objprop.m_dyna ) { - objprop.m_contactProcessingThreshold = blenderobject->pad3; + objprop.m_contactProcessingThreshold = blenderobject->m_contactProcessingThreshold; } else { objprop.m_contactProcessingThreshold = 0.f; |