diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-05-18 14:27:09 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-05-18 14:27:09 +0400 |
commit | cb96dc40e8b1039382a1bb978b82adcedcd8c713 (patch) | |
tree | ccad0a5146cd31e3652fb8d0a545a815f4b67e75 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | |
parent | 07fc2aa5268da7708a289fa785b0f0cbd9be2575 (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.cpp | 2 |
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) |