building the BGE without bullet works again.
This commit is contained in:
@@ -538,13 +538,13 @@ ENDIF(WITH_MOD_FLUID)
|
||||
bf_intern_ctr
|
||||
bf_blroutines
|
||||
bf_converter
|
||||
bf_dummy
|
||||
bf_dummy
|
||||
bf_bullet
|
||||
bf_intern_smoke
|
||||
extern_minilzo
|
||||
extern_lzma
|
||||
bf_common
|
||||
bf_ketsji
|
||||
bf_common
|
||||
bf_logic
|
||||
bf_rasterizer
|
||||
bf_oglrasterizer
|
||||
|
||||
@@ -1740,8 +1740,9 @@ static KX_GameObject *gameobject_from_blenderobject(
|
||||
bool bHasDvert = mesh->dvert != NULL && ob->defbase.first;
|
||||
bool bHasArmature = (BL_ModifierDeformer::HasArmatureDeformer(ob) && ob->parent && ob->parent->type == OB_ARMATURE && bHasDvert);
|
||||
bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(ob);
|
||||
#ifdef USE_BULLET
|
||||
bool bHasSoftBody = (!ob->parent && (ob->gameflag & OB_SOFT_BODY));
|
||||
|
||||
#endif
|
||||
if (bHasModifier) {
|
||||
BL_ModifierDeformer *dcont = new BL_ModifierDeformer((BL_DeformableGameObject *)gameobj,
|
||||
kxscene->GetBlenderScene(), ob, meshobj);
|
||||
|
||||
@@ -1073,8 +1073,9 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u
|
||||
blendobj->parent && // original object had armature (not sure this test is needed)
|
||||
blendobj->parent->type == OB_ARMATURE &&
|
||||
blendmesh->dvert!=NULL; // mesh has vertex group
|
||||
#ifdef USE_BULLET
|
||||
bool bHasSoftBody = (!parentobj && (blendobj->gameflag & OB_SOFT_BODY));
|
||||
|
||||
#endif
|
||||
bool releaseParent = true;
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user