c05af6210e557f3868d3769d1a633d1bbbd63e54
It was wrongly calculated bucket number per side in cases when some of segments is filling the whole bounding box across some of dimension. Solved by limiting buckets at least to 1 in such cases.
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.
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