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authorMitchell Stokes <mogurijin@gmail.com>2012-07-29 10:28:50 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-07-29 10:28:50 +0400
commit9d900fdd11a8452701cdebc2be8799559136a645 (patch)
tree270d6f0043c60ce30a644d953ec5cb5cf4a5bb0b /source/gameengine/Converter
parent7755873771266da847b6dd1aea5496696696eea8 (diff)
Fix for [#32213] "Action actuator doesn't finish playing if frame rate drops" reported by Alex Fraser (z0r). The action actuator was calling StopAction when it's time ran out. Now I'm just letting BL_Action handle stopping. Hopefully this doesn't break something else now....
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 0f33d88f82f..92d04115f10 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -145,7 +145,6 @@ void BL_ActionActuator::SetLocalTime(float curtime)
case ACT_ACTION_PLAY:
// Clamp
m_localtime = m_endframe;
- ((KX_GameObject*)GetParent())->StopAction(m_layer);
break;
case ACT_ACTION_LOOP_END:
// Put the time back to the beginning