diff options
-rw-r--r-- | source/blender/src/buttons_logic.c | 19 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 2 |
2 files changed, 13 insertions, 8 deletions
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c index 605568680ba..2cda73eaef3 100644 --- a/source/blender/src/buttons_logic.c +++ b/source/blender/src/buttons_logic.c @@ -3068,7 +3068,7 @@ static void check_body_type(void *arg1_but, void *arg2_object) switch (ob->body_type) { case OB_BODY_TYPE_SENSOR: ob->gameflag |= OB_SENSOR|OB_COLLISION|OB_GHOST; - ob->gameflag &= ~(OB_OCCLUDER|OB_DYNAMIC|OB_RIGID_BODY|OB_ACTOR|OB_ANISOTROPIC_FRICTION|OB_DO_FH|OB_ROT_FH|OB_COLLISION_RESPONSE); + ob->gameflag &= ~(OB_OCCLUDER|OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY|OB_ACTOR|OB_ANISOTROPIC_FRICTION|OB_DO_FH|OB_ROT_FH|OB_COLLISION_RESPONSE); break; case OB_BODY_TYPE_OCCLUDER: ob->gameflag |= OB_OCCLUDER; @@ -3315,14 +3315,21 @@ static void buttons_bullet(uiBlock *block, Object *ob) "Object type%t|Occluder%x5|No collision%x0|Sensor%x6|Static%x1|Dynamic%x2|Rigid body%x3|Soft body%x4", 10, 205, 100, 19, &ob->body_type, 0, 0, 0, 0, tip); uiButSetFunc(but, check_body_type, but, ob); - + + uiBlockEndAlign(block); + + uiDefButBitS(block, TOG, OB_RESTRICT_RENDER, B_NOP, "Invisible", + 210, 205, 60, 19, + &ob->restrictflag, 0, 0, 0, 0, + "Initializes objects as invisible, this can be toggled by the visibility actuator (uses outliner render option)"); + if (ob->gameflag & OB_COLLISION) { if (ob->gameflag & OB_SENSOR) { uiBlockEndAlign(block); uiDefBlockBut(block, advanced_bullet_menu, ob, - "Advanced Settings", - 210, 205, 140, 19, "Display collision advanced settings"); + "Advanced", + 270, 205, 80, 19, "Display collision advanced settings"); uiBlockBeginAlign(block); } else { uiDefButBitI(block, TOG, OB_ACTOR, 0, "Actor", @@ -3338,8 +3345,8 @@ static void buttons_bullet(uiBlock *block, Object *ob) //uiBlockSetCol(block, TH_BUT_SETTING1); uiDefBlockBut(block, advanced_bullet_menu, ob, - "Advanced Settings", - 210, 205, 140, 19, "Display collision advanced settings"); + "Advanced", + 270, 205, 80, 19, "Display collision advanced settings"); //uiBlockSetCol(block, TH_BUT_SETTING2); } diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index 73693e68642..d81b6d5a653 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -1129,8 +1129,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, // bullet will not synchronize, we must do it explicitely SG_Callbacks& callbacks = gameobj->GetSGNode()->GetCallBackFunctions(); callbacks.m_updatefunc = KX_GameObject::SynchronizeTransformFunc; - // make sensor object invisible by default - gameobj->SetVisible(false, false); } // don't add automatically sensor object, they are added when a collision sensor is registered else if (objprop->m_in_active_layer) |