diff options
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 11 |
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 |