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authorCampbell Barton <ideasman42@gmail.com>2009-08-28 03:29:07 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-08-28 03:29:07 +0400
commitd7bf9688ac78169a37fbfc0d3d5bcd5b5be19170 (patch)
treee929512df0e325f954b2ba2d5612a8418c873cb3 /source/gameengine/Converter
parent324b3fbe747a6544b60be1eb8a0cb6b01db736de (diff)
fix for crash when a parent compound object didn't get a physics controller.
also show this in the UI.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index d2e6bbb43f7..c2566caba1e 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1381,7 +1381,9 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
bool isCompoundChild = false;
bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD);
- if (parent/* && (parent->gameflag & OB_DYNAMIC)*/) {
+ /* When the parent is not OB_DYNAMIC and has no OB_COLLISION then it gets no bullet controller
+ * and cant be apart of the parents compound shape */
+ if (parent && (parent->gameflag & (OB_DYNAMIC | OB_COLLISION))) {
if ((parent->gameflag & OB_CHILD) != 0 && (blenderobject->gameflag & OB_CHILD))
{