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authorErwin Coumans <blender@erwincoumans.com>2009-04-27 09:06:24 +0400
committerErwin Coumans <blender@erwincoumans.com>2009-04-27 09:06:24 +0400
commit5d1d6ad4d19cf2b76abb9ed323027f194a65e2a0 (patch)
treeea13af83a7e97cf32bb32d860ecf7d08e98d1065 /source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
parentd2ff190dfbe5606e38c515ecbd43778999a00507 (diff)
Don't always activate a Bullet rigid body
If you want to keep a rigid body awake, please use the GUI 'No Sleeping' option for Rigid bodies.
Diffstat (limited to 'source/gameengine/Ketsji/KX_BulletPhysicsController.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
index 831f9241fec..bc5a64d36a8 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
@@ -438,8 +438,6 @@ SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
void KX_BulletPhysicsController::SetSumoTransform(bool nondynaonly)
{
- if (GetRigidBody())
- GetRigidBody()->activate(true);
if (!m_bDyna)
{