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Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp11
1 files changed, 3 insertions, 8 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 230820719aa..3d38759d951 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1377,9 +1377,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
bool isCompoundChild = false;
bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD);
- /* When the parent is not OB_DYNAMIC and has no OB_COLLISION then it gets no bullet controller
- * and cant be apart of the parents compound shape */
- if (parent && (parent->gameflag & (OB_DYNAMIC | OB_COLLISION))) {
+ if (parent/* && (parent->gameflag & OB_DYNAMIC)*/) {
if ((parent->gameflag & OB_CHILD) != 0 && (blenderobject->gameflag & OB_CHILD))
{
@@ -2406,11 +2404,8 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
obj->Release();
}
childrenlist->Release();
-
// now destroy recursively
- converter->UnregisterGameObject(childobj); // removing objects during conversion make sure this runs too
kxscene->RemoveObject(childobj);
-
continue;
}
@@ -2487,10 +2482,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
}
}
if (occlusion)
- kxscene->SetDbvtOcclusionRes(blenderscene->gm.occlusionRes);
+ kxscene->SetDbvtOcclusionRes(blenderscene->world->occlusionRes);
}
if (blenderscene->world)
- kxscene->GetPhysicsEnvironment()->setNumTimeSubSteps(blenderscene->gm.physubstep);
+ kxscene->GetPhysicsEnvironment()->setNumTimeSubSteps(blenderscene->world->physubstep);
// now that the scenegraph is complete, let's instantiate the deformers.
// We need that to create reusable derived mesh and physic shapes