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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 /tools
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 'tools')
-rw-r--r--tools/scons/bs/bs_libs.py4
1 files changed, 2 insertions, 2 deletions
diff --git a/tools/scons/bs/bs_libs.py b/tools/scons/bs/bs_libs.py
index b62879478ef..4faebf17260 100644
--- a/tools/scons/bs/bs_libs.py
+++ b/tools/scons/bs/bs_libs.py
@@ -73,7 +73,9 @@ def ketsji_libs(env):
env.Append (LIBS=['KX_blenderhook',
'KX_converter',
'PHY_Dummy',
+ 'PHY_Bullet',
'PHY_Physics',
+ 'extern_bullet',
'KX_ketsji',
'SCA_GameLogic',
'RAS_rasterizer',
@@ -88,8 +90,6 @@ def ketsji_libs(env):
'NG_loopbacknetwork'])
if bs_globals.user_options_dict['USE_PHYSICS'] == 'solid':
env.Append (LIBS=['PHY_Sumo', 'PHY_Physics', 'blender_MT', 'extern_solid', 'extern_qhull'])
- elif bs_globals.user_options_dict['USE_PHYSICS'] == 'bullet':
- env.Append (LIBS=['PHY_Bullet', 'PHY_Physics', 'blender_MT','extern_bullet'])
else:
env.Append (LIBS=['PHY_Ode',
'PHY_Physics'])