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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-05 04:59:50 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-05 04:59:50 +0400
commit6483069a84fc335283ffe400f5a85c9be46a0a80 (patch)
treecbb0c130490fbd32acc8909d69e8d44e88f232a2 /source
parent1ba044b18d669dc63fb9ac1b987fc75f6f07ed10 (diff)
Fix #29138: changing game engine physics type from soft body to occluder, navmesh
or no collision did not clear flag properly, causing soft body to still be partially applied.
Diffstat (limited to 'source')
-rw-r--r--source/blender/makesrna/intern/rna_object.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index 7e2700629ad..be2375f5716 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -901,11 +901,11 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
break;
case OB_BODY_TYPE_OCCLUDER:
ob->gameflag |= OB_OCCLUDER;
- ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_DYNAMIC|OB_NAVMESH);
+ ob->gameflag &= ~(OB_SENSOR|OB_RIGID_BODY|OB_SOFT_BODY|OB_COLLISION|OB_DYNAMIC|OB_NAVMESH);
break;
case OB_BODY_TYPE_NAVMESH:
ob->gameflag |= OB_NAVMESH;
- ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_DYNAMIC|OB_OCCLUDER);
+ ob->gameflag &= ~(OB_SENSOR|OB_RIGID_BODY|OB_SOFT_BODY|OB_COLLISION|OB_DYNAMIC|OB_OCCLUDER);
if (ob->type == OB_MESH) {
/* could be moved into mesh UI but for now ensure mesh data layer */
@@ -914,7 +914,7 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
break;
case OB_BODY_TYPE_NO_COLLISION:
- ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_OCCLUDER|OB_DYNAMIC|OB_NAVMESH);
+ ob->gameflag &= ~(OB_SENSOR|OB_RIGID_BODY|OB_SOFT_BODY|OB_COLLISION|OB_OCCLUDER|OB_DYNAMIC|OB_NAVMESH);
break;
case OB_BODY_TYPE_STATIC:
ob->gameflag |= OB_COLLISION;