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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-10-16 15:41:50 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-10-16 15:41:50 +0400
commit7b2567924b9b86961cd4c07b76653f49939cab1c (patch)
treeadcf1091db6f3f78c05c6b02c567a9b77fc10092 /source/gameengine/Ketsji/KX_Scene.h
parent063982914038ecd578bab7849a1e94cccbb8d8b9 (diff)
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.h')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h8
1 files changed, 3 insertions, 5 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 9e6909168cb..2f867c28c40 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -292,10 +292,8 @@ public:
* @section Logic stuff
* Initiate an update of the logic system.
*/
- void LogicBeginFrame(double curtime,
- double deltatime);
- void LogicUpdateFrame(double curtime,
- double deltatime);
+ void LogicBeginFrame(double curtime);
+ void LogicUpdateFrame(double curtime, bool frame);
void
LogicEndFrame(
@@ -515,7 +513,7 @@ public:
*/
virtual PyObject* _getattr(const STR_String& attr); /* name, active_camera, gravity, suspended, viewport, framing, activity_culling, activity_culling_radius */
- virtual int KX_Scene::_setattr(const STR_String &attr, PyObject *pyvalue);
+ virtual int _setattr(const STR_String &attr, PyObject *pyvalue);
};
typedef std::vector<KX_Scene*> KX_SceneList;