1. Check material names passed to the physics engine (for collision sensors.)
Consider: gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL); It works if matname is "MAblah", but not if matname is "". 2. Added constructor for struct RAS_CameraData. 3. Added initializers to the struct KX_ClientObjectInfo constructor 4. Collision sensors won't detect near sensors. 5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
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@@ -73,8 +73,7 @@ KX_GameObject::KX_GameObject(
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m_pPhysicsController1(NULL)
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{
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m_ignore_activity_culling = false;
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m_pClient_info = new KX_ClientObjectInfo(this);
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m_pClient_info->m_type = KX_ClientObjectInfo::ACTOR;
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m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
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m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
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// define the relationship between this node and it's parent.
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