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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.h
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.h')
-rw-r--r--source/gameengine/Ketsji/BL_Action.h4
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();