diff options
-rw-r--r-- | release/scripts/startup/bl_ui/properties_game.py | 3 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 2 |
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 |