diff options
-rw-r--r-- | source/blender/blenkernel/intern/DerivedMesh.c | 38 | ||||
-rw-r--r-- | source/blender/src/buttons_logic.c | 2 |
2 files changed, 26 insertions, 14 deletions
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c index b7f068c936b..c934f7d9fe7 100644 --- a/source/blender/blenkernel/intern/DerivedMesh.c +++ b/source/blender/blenkernel/intern/DerivedMesh.c @@ -1995,21 +1995,33 @@ CustomDataMask get_viewedit_datamask() /* check if we need tfaces & mcols due to face select or texture paint */ if(FACESEL_PAINT_TEST || G.f & G_TEXTUREPAINT) mask |= CD_MASK_MTFACE | CD_MASK_MCOL; + + if (G.curscreen==NULL) { + /* No screen, happens when saving a blendfile in background mode, + * then loading in the game engine + * just assume we need the mesh info */ + mask |= CD_MASK_MTFACE | CD_MASK_MCOL; - /* check if we need tfaces & mcols due to view mode */ - for(sa = G.curscreen->areabase.first; sa; sa = sa->next) { - if(sa->spacetype == SPACE_VIEW3D) { - View3D *view = sa->spacedata.first; - if(view->drawtype == OB_SHADED) { - /* this includes normals for mesh_create_shadedColors */ - mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO; - } - if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) { - mask |= CD_MASK_MTFACE | CD_MASK_MCOL; + if((G.fileflags & G_FILE_GAME_MAT) && + (G.fileflags & G_FILE_GAME_MAT_GLSL)) { + mask |= CD_MASK_ORCO; + } + } else { + /* check if we need tfaces & mcols due to view mode */ + for(sa = G.curscreen->areabase.first; sa; sa = sa->next) { + if(sa->spacetype == SPACE_VIEW3D) { + View3D *view = sa->spacedata.first; + if(view->drawtype == OB_SHADED) { + /* this includes normals for mesh_create_shadedColors */ + mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO; + } + if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) { + mask |= CD_MASK_MTFACE | CD_MASK_MCOL; - if((G.fileflags & G_FILE_GAME_MAT) && - (G.fileflags & G_FILE_GAME_MAT_GLSL)) { - mask |= CD_MASK_ORCO; + if((G.fileflags & G_FILE_GAME_MAT) && + (G.fileflags & G_FILE_GAME_MAT_GLSL)) { + mask |= CD_MASK_ORCO; + } } } } diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c index 10718c74a4b..01520061a19 100644 --- a/source/blender/src/buttons_logic.c +++ b/source/blender/src/buttons_logic.c @@ -1875,7 +1875,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh uiDefButS(block, NUM, 0, "Blendin: ", xco+10, yco-64, (width-20)/2, 19, &aa->blendin, 0.0, 32767, 0.0, 0.0, "Number of frames of motion blending"); uiDefButS(block, NUM, 0, "Priority: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "Execution priority - lower numbers will override actions with higher numbers, With 2 or more actions at once, the overriding channels must be lower in the stack"); - uiDefBut(block, TEX, 0, "FrameProp: ",xco+10, yco-84, width-20, 19, aa->frameProp, 0.0, 31.0, 0, 0, "Assign this property this actions current frame number"); + uiDefBut(block, TEX, 0, "FrameProp: ",xco+10, yco-84, width-20, 19, aa->frameProp, 0.0, 31.0, 0, 0, "Assign the action's current frame number to this property"); #ifdef __NLA_ACTION_BY_MOTION_ACTUATOR |