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authorCampbell Barton <ideasman42@gmail.com>2009-05-18 14:27:09 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-05-18 14:27:09 +0400
commitcb96dc40e8b1039382a1bb978b82adcedcd8c713 (patch)
treeccad0a5146cd31e3652fb8d0a545a815f4b67e75 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent07fc2aa5268da7708a289fa785b0f0cbd9be2575 (diff)
Sensor objects were initialized as invisible, which conflicted with initializing the invisible setting from the outliner render object (which it seems nobody knew about).
Added an 'Invisible' button to make this more clear, it seems like a display option but its also related to logic because the actuators can toggle this after the game starts. Without this its annoying to add UV's only to set the invisible flag. Sensor objects were not clearing the softbody gameflag
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 73693e68642..d81b6d5a653 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -1129,8 +1129,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
// bullet will not synchronize, we must do it explicitely
SG_Callbacks& callbacks = gameobj->GetSGNode()->GetCallBackFunctions();
callbacks.m_updatefunc = KX_GameObject::SynchronizeTransformFunc;
- // make sensor object invisible by default
- gameobj->SetVisible(false, false);
}
// don't add automatically sensor object, they are added when a collision sensor is registered
else if (objprop->m_in_active_layer)