Ignoring BGE world setting from previously files.
* That also means you can't really change them and save it before we actually do a do_version. * Marking the old variables in DNA_world_types.h to be removed.
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@@ -9429,28 +9429,14 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
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sce->gm.depth= sce->r.depth;
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//Physic (previously stored in world)
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//temporarily getting the correct world address
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wo = newlibadr(fd, sce->id.lib, sce->world);
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if (wo){
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sce->gm.gravity = wo->gravity;
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sce->gm.physicsEngine= wo->physicsEngine;
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sce->gm.mode = wo->mode;
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sce->gm.occlusionRes = wo->occlusionRes;
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sce->gm.ticrate = wo->ticrate;
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sce->gm.maxlogicstep = wo->maxlogicstep;
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sce->gm.physubstep = wo->physubstep;
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sce->gm.maxphystep = wo->maxphystep;
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}
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else{
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sce->gm.gravity =9.8f;
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sce->gm.physicsEngine= WOPHY_BULLET;// Bullet by default
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sce->gm.mode = WO_DBVT_CULLING; // DBVT culling by default
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sce->gm.occlusionRes = 128;
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sce->gm.ticrate = 60;
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sce->gm.maxlogicstep = 5;
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sce->gm.physubstep = 1;
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sce->gm.maxphystep = 5;
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}
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sce->gm.gravity =9.8f;
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sce->gm.physicsEngine= WOPHY_BULLET;// Bullet by default
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sce->gm.mode = WO_DBVT_CULLING; // DBVT culling by default
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sce->gm.occlusionRes = 128;
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sce->gm.ticrate = 60;
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sce->gm.maxlogicstep = 5;
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sce->gm.physubstep = 1;
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sce->gm.maxphystep = 5;
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}
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}
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@@ -71,12 +71,12 @@ typedef struct World {
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/**
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* Gravitation constant for the game world
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*/
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float gravity; // moved to scene->gamedata in 2.5
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float gravity; // XXX moved to scene->gamedata in 2.5
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/**
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* Radius of the activity bubble, in Manhattan length. Objects
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* outside the box are activity-culled. */
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float activityBoxRadius; // moved to scene->gamedata in 2.5
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float activityBoxRadius; // XXX moved to scene->gamedata in 2.5
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short skytype;
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/**
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@@ -89,9 +89,9 @@ typedef struct World {
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* bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling
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*/
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short mode; // partially moved to scene->gamedata in 2.5
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short occlusionRes; /* resolution of occlusion Z buffer in pixel */ // moved to scene->gamedata in 2.5
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short physicsEngine; /* here it's aligned */ // moved to scene->gamedata in 2.5
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short ticrate, maxlogicstep, physubstep, maxphystep; // moved to scene->gamedata in 2.5
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short occlusionRes; /* resolution of occlusion Z buffer in pixel */ // XXX moved to scene->gamedata in 2.5
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short physicsEngine; /* here it's aligned */ // XXX moved to scene->gamedata in 2.5
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short ticrate, maxlogicstep, physubstep, maxphystep; // XXX moved to scene->gamedata in 2.5
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float misi, miststa, mistdist, misthi;
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