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authorCampbell Barton <ideasman42@gmail.com>2009-04-08 21:40:09 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-04-08 21:40:09 +0400
commit1ee970e03bb6395ed0c0e884826a8e08b91e97bf (patch)
treeeff183ebf356ad08d615b504e4170a5812b7fd19 /source/gameengine/Ketsji/KX_Scene.cpp
parentdb33320df7f4db6480a15502baecaafefc1be63d (diff)
small bge edits
- Only try and remove light objects from the light list. - Only loop over mesh verts once when getting the bounding box - dont return None from python attribute localInertia when theres no physics objects. better return a vector still. - add names to send message PyArg_ParseTuple functions.
Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 7eed1cc387b..0bd7d7270e1 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -956,7 +956,7 @@ int KX_Scene::NewRemoveObject(class CValue* gameobj)
newobj->RemoveMeshes();
ret = 1;
- if (m_lightlist->RemoveValue(newobj)) // TODO - use newobj->IsLight() test when its merged in from apricot. - Campbell
+ if (newobj->IsLight() && m_lightlist->RemoveValue(newobj))
ret = newobj->Release();
if (m_objectlist->RemoveValue(newobj))
ret = newobj->Release();