0966a3b191f124eb2fd7a7241c860feaad65ef7a
when specific circumstances are met. Mainly issue was caused by checking ImBuf pointers, which used to fail when some post-processing flags are changed. This was caused by the fact that freeing old ImBuf and allocating new one could lead to new ImBuf have the same pointer as previous one, which confuses cache.
As a response to issue [#28483] "Enable/Disable Rigid Body actuator do nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
Description
No description provided
Languages
C++
78%
Python
14.9%
C
2.9%
GLSL
1.9%
CMake
1.2%
Other
0.9%