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authorErwin Coumans <blender@erwincoumans.com>2006-08-28 10:44:29 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-08-28 10:44:29 +0400
commit6ce5d97c56f2c24502353de6accd1b6ec2a96dd2 (patch)
treecac7c5d890a97780ab5e1b33bfaecfc22e39d3e3 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent81d7cd967da72b7cc765ec3bfc3f3097237c8c70 (diff)
upgraded Bullet rigidbody physics to latest version 1.9
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 7a01849d1a1..e08e5e7cbf1 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -1091,7 +1091,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (objprop->m_disableSleeping)
physicscontroller->GetRigidBody()->SetActivationState(DISABLE_DEACTIVATION);
- if (!objprop->m_angular_rigidbody)
+ if (objprop->m_dyna && !objprop->m_angular_rigidbody)
{
/*
//setting the inertia could achieve similar results to constraint the up