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authorMitchell Stokes <mogurijin@gmail.com>2015-10-07 08:16:22 +0300
committerMitchell Stokes <mogurijin@gmail.com>2015-10-07 08:22:47 +0300
commit0d36233dd81c92d98b2e665d04a8034e7b27aba0 (patch)
tree5f30e202b3a44d9d543019fe337490e8926195b1 /source/gameengine/Ketsji/BL_Action.cpp
parente4e8e359a15401a90f54db7131c1690a1bff385a (diff)
Fix for T41536: 2.71 getActionFrame no longer returns frames accurately
We now keep actions around when they are finished playing so scripts can still get access to information such as the current frame. Playing a new action in the same layer still overwrites the previous action as before this commit. Using an explicit KX_GameObject.stopAction() will free the memory. The action is also freed when the KX_GameObject is freed as before.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Action.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_Action.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp
index 12a1caee221..507476dbd0e 100644
--- a/source/gameengine/Ketsji/BL_Action.cpp
+++ b/source/gameengine/Ketsji/BL_Action.cpp
@@ -268,11 +268,6 @@ bool BL_Action::Play(const char* name,
return true;
}
-void BL_Action::Stop()
-{
- m_done = true;
-}
-
bool BL_Action::IsDone()
{
return m_done;