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authorCampbell Barton <ideasman42@gmail.com>2011-11-05 06:30:25 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-11-05 06:30:25 +0400
commitb0adf37ef90c5c42ff48da9938fe1a041d52ae46 (patch)
tree5399725fb947b55c98a388c17ba9951b8e7178cc /source/gameengine
parent057bf2a02bd453ac8dd5048baa298de39f213560 (diff)
- view bounds (now split from collision bounds) was still being used for bge physics in one place, comparison was incorrectly treating it as a flag too.
- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 779d794cc10..57611d65e14 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1648,7 +1648,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
}
- objprop.m_concave = (blenderobject->boundtype & 4) != 0;
+ objprop.m_concave = (blenderobject->collision_boundtype == OB_BOUND_TRIANGLE_MESH);
switch (physics_engine)
{