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.
This commit is contained in:
Dalai Felinto
2009-08-03 14:56:46 +00:00
parent 583fc3a2ac
commit f4bc2131c0
2 changed files with 13 additions and 27 deletions

View File

@@ -9429,28 +9429,14 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
sce->gm.depth= sce->r.depth;
//Physic (previously stored in world)
//temporarily getting the correct world address
wo = newlibadr(fd, sce->id.lib, sce->world);
if (wo){
sce->gm.gravity = wo->gravity;
sce->gm.physicsEngine= wo->physicsEngine;
sce->gm.mode = wo->mode;
sce->gm.occlusionRes = wo->occlusionRes;
sce->gm.ticrate = wo->ticrate;
sce->gm.maxlogicstep = wo->maxlogicstep;
sce->gm.physubstep = wo->physubstep;
sce->gm.maxphystep = wo->maxphystep;
}
else{
sce->gm.gravity =9.8f;
sce->gm.physicsEngine= WOPHY_BULLET;// Bullet by default
sce->gm.mode = WO_DBVT_CULLING; // DBVT culling by default
sce->gm.occlusionRes = 128;
sce->gm.ticrate = 60;
sce->gm.maxlogicstep = 5;
sce->gm.physubstep = 1;
sce->gm.maxphystep = 5;
}
sce->gm.gravity =9.8f;
sce->gm.physicsEngine= WOPHY_BULLET;// Bullet by default
sce->gm.mode = WO_DBVT_CULLING; // DBVT culling by default
sce->gm.occlusionRes = 128;
sce->gm.ticrate = 60;
sce->gm.maxlogicstep = 5;
sce->gm.physubstep = 1;
sce->gm.maxphystep = 5;
}
}

View File

@@ -71,12 +71,12 @@ typedef struct World {
/**
* Gravitation constant for the game world
*/
float gravity; // moved to scene->gamedata in 2.5
float gravity; // XXX moved to scene->gamedata in 2.5
/**
* Radius of the activity bubble, in Manhattan length. Objects
* outside the box are activity-culled. */
float activityBoxRadius; // moved to scene->gamedata in 2.5
float activityBoxRadius; // XXX moved to scene->gamedata in 2.5
short skytype;
/**
@@ -89,9 +89,9 @@ typedef struct World {
* bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling
*/
short mode; // partially moved to scene->gamedata in 2.5
short occlusionRes; /* resolution of occlusion Z buffer in pixel */ // moved to scene->gamedata in 2.5
short physicsEngine; /* here it's aligned */ // moved to scene->gamedata in 2.5
short ticrate, maxlogicstep, physubstep, maxphystep; // moved to scene->gamedata in 2.5
short occlusionRes; /* resolution of occlusion Z buffer in pixel */ // XXX moved to scene->gamedata in 2.5
short physicsEngine; /* here it's aligned */ // XXX moved to scene->gamedata in 2.5
short ticrate, maxlogicstep, physubstep, maxphystep; // XXX moved to scene->gamedata in 2.5
float misi, miststa, mistdist, misthi;