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authorCampbell Barton <ideasman42@gmail.com>2009-09-01 22:49:33 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-09-01 22:49:33 +0400
commitf12f23806280df74f7971cca24800ad8dfe750c1 (patch)
treec9db21f139e871e1528d72c4e7336aa7e00c2859 /source/gameengine/Physics
parent3bc5d87e5001453f05f9f14c0326dc87727982fa (diff)
parent959757c2d7bdfe7955e2c645a511ac450a607c47 (diff)
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22875:22935
Note, missing r22897, schlaile source/blender/src/hddaudio.c
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 12562e34583..df8dc3560ac 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -1073,7 +1073,7 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
//workaround for incompatibility between 'DYNAMIC' game object, and angular factor
//a DYNAMIC object has some inconsistency: it has no angular effect due to collisions, but still has torque
const btVector3& angFac = body->getAngularFactor();
- btVector3 tmpFac(0,0,1);
+ btVector3 tmpFac(1,1,1);
body->setAngularFactor(tmpFac);
body->applyTorque(torque);
body->setAngularFactor(angFac);