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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-15 04:34:43 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-15 04:34:43 +0400
commita24960daa8c4555e13bd0218cd735df4063b0e57 (patch)
tree894f5bc4d05e4daf3b766d23c7ffc4029cdce3cd /source/gameengine/Ketsji/KX_VisibilityActuator.cpp
parent3b153f887a507181ec37d11eb4ba98dd778f216c (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.cpp2
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;
}
/* ------------------------------------------------------------------------- */