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authorErwin Coumans <blender@erwincoumans.com>2006-12-16 08:50:38 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-12-16 08:50:38 +0300
commit92379ec21f78ba7a7f7354d3039ef300c0bb2cb4 (patch)
tree3fd43168fe1267d6d654cd5acddf812cda158c64 /source/gameengine/Ketsji/KX_KetsjiEngine.cpp
parent3c9a11f24ed9bd131e049e98e86aaee1bcaeb53a (diff)
contribution from RCRuiz:
drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
Diffstat (limited to 'source/gameengine/Ketsji/KX_KetsjiEngine.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 2e0c5d713dc..e76e28bcb7b 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -394,6 +394,9 @@ else
* the settings for that preceed the logic and physics
* update. */
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
+
+ m_sceneconverter->resetNoneDynamicObjectToIpo();//this is for none dynamic objects with ipo
+
scene->UpdateObjectActivity();
if (!scene->IsSuspended())
@@ -456,7 +459,7 @@ else
if (m_game2ipo)
- {
+ {
m_sceneconverter->WritePhysicsObjectToAnimationIpo(++m_currentFrame);
}