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-rw-r--r--source/blender/src/buttons_editing.c2
-rw-r--r--source/blender/src/editsima.c6
-rw-r--r--source/gameengine/PyDoc/KX_GameObject.py4
3 files changed, 8 insertions, 4 deletions
diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c
index 88b72e5f514..7eff79fec88 100644
--- a/source/blender/src/buttons_editing.c
+++ b/source/blender/src/buttons_editing.c
@@ -6219,7 +6219,7 @@ static void editing_panel_mesh_texface(void)
uiDefButBitS(block, TOG, TF_TILES, B_REDR_3D_IMA, "Tiles", 660,160,60,19, &tf->mode, 0, 0, 0, 0, "Use tilemode for face");
uiDefButBitS(block, TOG, TF_LIGHT, REDRAWVIEW3D, "Light", 720,160,60,19, &tf->mode, 0, 0, 0, 0, "Use light for face");
uiDefButBitS(block, TOG, TF_INVISIBLE, REDRAWVIEW3D, "Invisible",780,160,60,19, &tf->mode, 0, 0, 0, 0, "Make face invisible");
- uiDefButBitS(block, TOG, TF_DYNAMIC, REDRAWVIEW3D, "Collision", 840,160,60,19, &tf->mode, 0, 0, 0, 0, "Use face for collision detection");
+ uiDefButBitS(block, TOG, TF_DYNAMIC, REDRAWVIEW3D, "Collision", 840,160,60,19, &tf->mode, 0, 0, 0, 0, "Use face for collision and ray-sensor detection");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, TF_SHAREDCOL, REDRAWVIEW3D, "Shared", 600,135,60,19, &tf->mode, 0, 0, 0, 0, "Blend vertex colors across face when vertices are shared");
diff --git a/source/blender/src/editsima.c b/source/blender/src/editsima.c
index 5f8485267bc..18a9803dcae 100644
--- a/source/blender/src/editsima.c
+++ b/source/blender/src/editsima.c
@@ -2690,15 +2690,17 @@ void image_changed(SpaceImage *sima, Image *image)
if(image->id.us==0) id_us_plus(&image->id);
else id_lib_extern(&image->id);
-
+#if 0 /* GE People dont like us messing with their face modes */
if (tface->transp==TF_ADD) {} /* they obviously know what they are doing! - leave as is */
else if (ibuf && ibuf->depth == 32) tface->transp = TF_ALPHA;
else tface->transp = TF_SOLID;
-
+#endif
} else {
tface->tpage= NULL;
tface->mode &= ~TF_TEX;
+#if 0
tface->transp = TF_SOLID;
+#endif
}
change = 1;
}
diff --git a/source/gameengine/PyDoc/KX_GameObject.py b/source/gameengine/PyDoc/KX_GameObject.py
index ff55f975543..abcf5a942dd 100644
--- a/source/gameengine/PyDoc/KX_GameObject.py
+++ b/source/gameengine/PyDoc/KX_GameObject.py
@@ -50,8 +50,9 @@ class KX_GameObject:
"""
Sets the game object's orientation.
- @type orn: 3x3 inverted rotation matrix, or Quaternion.
+ @type orn: 3x3 rotation matrix, or Quaternion.
@param orn: a rotation matrix specifying the new rotation.
+ @note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
"""
def alignAxisToVect(vect, axis):
"""
@@ -71,6 +72,7 @@ class KX_GameObject:
@rtype: 3x3 inverted rotation matrix
@return: The game object's rotation matrix
+ @note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
"""
def getLinearVelocity(local):
"""