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author | Mitchell Stokes <mogurijin@gmail.com> | 2015-10-07 08:16:22 +0300 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2015-10-07 08:22:47 +0300 |
commit | 0d36233dd81c92d98b2e665d04a8034e7b27aba0 (patch) | |
tree | 5f30e202b3a44d9d543019fe337490e8926195b1 /source/gameengine/Ketsji/BL_Action.h | |
parent | e4e8e359a15401a90f54db7131c1690a1bff385a (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.h')
-rw-r--r-- | source/gameengine/Ketsji/BL_Action.h | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.h b/source/gameengine/Ketsji/BL_Action.h index 379dd52df5b..7a404416758 100644 --- a/source/gameengine/Ketsji/BL_Action.h +++ b/source/gameengine/Ketsji/BL_Action.h @@ -94,10 +94,6 @@ public: float playback_speed, short blend_mode); /** - * Stop playing the action - */ - void Stop(); - /** * Whether or not the action is still playing */ bool IsDone(); |