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authorErwin Coumans <blender@erwincoumans.com>2009-05-24 10:31:47 +0400
committerErwin Coumans <blender@erwincoumans.com>2009-05-24 10:31:47 +0400
commit83bb096f24cb2252f90a77923bd1818930a2fed2 (patch)
treefd8c0854fac0f9d5bc830ab64fbfc0a1c4c181e6 /source/gameengine/Converter
parent45f2463c833577852b2c9d3c85e435fc25b945bd (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.cpp2
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;