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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-15 04:34:43 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-15 04:34:43 +0400 |
commit | a24960daa8c4555e13bd0218cd735df4063b0e57 (patch) | |
tree | 894f5bc4d05e4daf3b766d23c7ffc4029cdce3cd /source/gameengine/Ketsji/KX_VisibilityActuator.cpp | |
parent | 3b153f887a507181ec37d11eb4ba98dd778f216c (diff) |
Fix for bug #4859: once a visibility actuator was set it was not
possible to change the visibility again through python for example.
This is because the actuator kept setting the visibility again each
frame, as a workaround for there being no separate visible and
viewport culling flag, but that was added some time ago.
Diffstat (limited to 'source/gameengine/Ketsji/KX_VisibilityActuator.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_VisibilityActuator.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_VisibilityActuator.cpp b/source/gameengine/Ketsji/KX_VisibilityActuator.cpp index 60ea6ace53b..e60a8d7c099 100644 --- a/source/gameengine/Ketsji/KX_VisibilityActuator.cpp +++ b/source/gameengine/Ketsji/KX_VisibilityActuator.cpp @@ -80,7 +80,7 @@ KX_VisibilityActuator::Update() obj->SetVisible(m_visible, m_recursive); obj->UpdateBuckets(m_recursive); - return true; + return false; } /* ------------------------------------------------------------------------- */ |