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authorErwin Coumans <blender@erwincoumans.com>2005-10-23 21:55:19 +0400
committerErwin Coumans <blender@erwincoumans.com>2005-10-23 21:55:19 +0400
commit745fc2f9d045508c4c822266dbe3a90274b3ec73 (patch)
tree7578e1fb20d3fcab16594ca1c519997ee5c21b67 /source/gameengine/Physics/Makefile
parent6ce7d18371f8d2d1319082ed3cef553de339a65c (diff)
updated SConstruct and Makefile so that if you compile the gameengine, is always enables bullet, independent of sumo/ode.
So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene. sorry if this breaks your builds!
Diffstat (limited to 'source/gameengine/Physics/Makefile')
-rw-r--r--source/gameengine/Physics/Makefile5
1 files changed, 1 insertions, 4 deletions
diff --git a/source/gameengine/Physics/Makefile b/source/gameengine/Physics/Makefile
index b88cedee8f2..62e433cb72c 100644
--- a/source/gameengine/Physics/Makefile
+++ b/source/gameengine/Physics/Makefile
@@ -35,10 +35,7 @@ include nan_definitions.mk
SOURCEDIR = source/gameengine/Physics
DIR = $(OCGDIR)/gameengine/blphys
-DIRS = common Sumo Dummy
+DIRS = common Sumo Dummy Bullet
#DIRS += BlOde
-ifeq ($(NAN_USE_BULLET), true)
- DIRS += Bullet
-endif
include nan_subdirs.mk