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authorErwin Coumans <blender@erwincoumans.com>2005-10-23 21:55:19 +0400
committerErwin Coumans <blender@erwincoumans.com>2005-10-23 21:55:19 +0400
commit745fc2f9d045508c4c822266dbe3a90274b3ec73 (patch)
tree7578e1fb20d3fcab16594ca1c519997ee5c21b67 /source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
parent6ce7d18371f8d2d1319082ed3cef553de339a65c (diff)
updated SConstruct and Makefile so that if you compile the gameengine, is always enables bullet, independent of sumo/ode.
So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene. sorry if this breaks your builds!
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObject.h')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObject.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
index e38ff77f76e..b1922e247d1 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
@@ -33,7 +33,11 @@
#define KX_CONVERTPHYSICSOBJECTS
/* These are defined by the build system... */
+//but the build system is broken, because it doesn't allow for 2 or more defines at once.
+//Please leave Sumo _AND_ Bullet enabled
#define USE_SUMO_SOLID
+#define USE_BULLET
+
//#define USE_ODE
//on visual studio 7/8, always enable BULLET for now