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-rw-r--r--release/scripts/startup/bl_ui/properties_game.py3
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp2
2 files changed, 3 insertions, 2 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index 16e14a7ead4..cc3e8a8e57d 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -122,7 +122,8 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
col = split.column()
col.label(text="Attributes:")
col.prop(game, "mass")
- col.prop(soft, "weld_threshold")
+ # disabled in the code
+ # col.prop(soft, "weld_threshold")
col.prop(soft, "location_iterations")
col.prop(soft, "linear_stiffness", slider=True)
col.prop(soft, "dynamic_friction", slider=True)
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index e26c5b6a7bf..e0e8e2d9b3f 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -209,7 +209,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
shapeInfo->SetMesh(meshobj, dm, false);
}
- // Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
+ // Soft bodies can benefit from welding, don't do it on non-soft bodies
if (objprop->m_softbody)
{
shapeInfo->setVertexWeldingThreshold1(objprop->m_soft_welding); //todo: expose this to the UI