diff options
author | Matt Ebb <matt@mke3.net> | 2009-08-25 05:37:08 +0400 |
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committer | Matt Ebb <matt@mke3.net> | 2009-08-25 05:37:08 +0400 |
commit | ea97a373834ea956ad0778b2c535452a6ecb1752 (patch) | |
tree | 9da83b01797e1697bc6f99e999bee927e072b3e0 /source/gameengine/Converter | |
parent | 90895fce8ca4f40bd41026b0406d80e8e83e0e8d (diff) | |
parent | 4a78b9e9046567e86ed3ccada83a50c43684facd (diff) |
svn merge -r 22628:22753 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blendervolume25
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 4 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_ConvertSensors.cpp | 1 |
2 files changed, 3 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 6cb4e980a3d..ed03bb0bdd5 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -2485,10 +2485,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie, } } if (occlusion) - kxscene->SetDbvtOcclusionRes(blenderscene->world->occlusionRes); + kxscene->SetDbvtOcclusionRes(blenderscene->gm.occlusionRes); } if (blenderscene->world) - kxscene->GetPhysicsEnvironment()->setNumTimeSubSteps(blenderscene->world->physubstep); + kxscene->GetPhysicsEnvironment()->setNumTimeSubSteps(blenderscene->gm.physubstep); // now that the scenegraph is complete, let's instantiate the deformers. // We need that to create reusable derived mesh and physic shapes diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp index eb77e087de5..09027f18844 100644 --- a/source/gameengine/Converter/KX_ConvertSensors.cpp +++ b/source/gameengine/Converter/KX_ConvertSensors.cpp @@ -536,6 +536,7 @@ void BL_ConvertSensors(struct Object* blenderobject, starty, keytype, trackfocus, + (bmouse->flag & SENS_MOUSE_FOCUS_PULSE) ? true:false, kxscene, kxengine, gameobj); |