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authorPorteries Tristan <republicthunderbolt9@gmail.com>2015-10-14 23:53:25 +0300
committerPorteries Tristan <republicthunderbolt9@gmail.com>2015-10-14 23:54:20 +0300
commit75e4e4b67fac4220f732d1ace4793f9872de156e (patch)
treedeeaf0876ffd99f1b319e9ae1f4404ba32375925 /source
parent59ba52628f1a8629bb849acbbb9a3a2d7e0478fa (diff)
BGE: Fix animations update when scene is suspended.
Diffstat (limited to 'source')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 72c512589a4..9d6fae6f555 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -1019,6 +1019,10 @@ void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect
void KX_KetsjiEngine::UpdateAnimations(KX_Scene *scene)
{
+ if (scene->IsSuspended()) {
+ return;
+ }
+
// Handle the animations independently of the logic time step
if (GetRestrictAnimationFPS()) {
double anim_timestep = 1.0 / KX_GetActiveScene()->GetAnimationFPS();