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authorBenoit Bolsee <benoit.bolsee@online.be>2008-10-17 13:24:35 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-10-17 13:24:35 +0400
commitbf0440add886761706476b69b5355ec7d94650c2 (patch)
tree47f0813742aebb493ebdca7a17e76b166784b8aa /source/gameengine/GameLogic
parentc119fb6e51b07faec288c5b20739b773f24cc748 (diff)
BGE bug fix (continuation of previous bug fix):
- Forgot to make SCA_ISensor::UnregisterToManager() virtual to intercept active-inactive transition on collision sensor to clear colliders reference. - Don't record collision on inactive sensor. This situation occurs when an object with an inactive collision sensor collides with an object with an active collision sensor: the collision handler triggers both sensors. The result of this bug was pending references that eventually cause temporary memory leak (until the sensor is reactivated).
Diffstat (limited to 'source/gameengine/GameLogic')
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index 0d65270dc7b..d1872009291 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -116,8 +116,8 @@ public:
/** set the level detection on or off */
void SetLevel(bool lvl);
- void RegisterToManager();
- void UnregisterToManager();
+ virtual void RegisterToManager();
+ virtual void UnregisterToManager();
virtual float GetNumber();