add collision masks to copy-game-physics settings. (another GGJ missing feature :) )
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@@ -1864,9 +1864,7 @@ static int game_physics_copy_exec(bContext *C, wmOperator *UNUSED(op))
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ob_iter->max_vel = ob->max_vel;
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ob_iter->obstacleRad = ob->obstacleRad;
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ob_iter->mass = ob->mass;
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ob_iter->anisotropicFriction[0] = ob->anisotropicFriction[0];
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ob_iter->anisotropicFriction[1] = ob->anisotropicFriction[1];
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ob_iter->anisotropicFriction[2] = ob->anisotropicFriction[2];
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copy_v3_v3(ob_iter->anisotropicFriction, ob->anisotropicFriction);
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ob_iter->collision_boundtype = ob->collision_boundtype;
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ob_iter->margin = ob->margin;
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ob_iter->bsoft = copy_bulletsoftbody(ob->bsoft);
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@@ -1874,6 +1872,9 @@ static int game_physics_copy_exec(bContext *C, wmOperator *UNUSED(op))
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ob_iter->restrictflag |= OB_RESTRICT_RENDER;
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else
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ob_iter->restrictflag &= ~OB_RESTRICT_RENDER;
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ob_iter->col_group = ob->col_group;
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ob_iter->col_mask = ob->col_mask;
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}
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}
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CTX_DATA_END;
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