Some rigidbody dynamics fixes (scaling again) to make Happy 2006 domino simulation...
[blender-staging.git] / source / gameengine / Ketsji / KX_ConvertPhysicsObjects.cpp
index 71a80e01f3ba133025e575bf336a6b03649830b7..fb5037345a8efec23d48d5dbb5c15e63f8db8e00 100644 (file)
@@ -1022,7 +1022,7 @@ void      KX_ConvertBulletObject( class   KX_GameObject* gameobj,
        ci.m_angularDamping = 1.f - shapeprops->m_ang_drag;
        //need a bit of damping, else system doesn't behave well
        ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour
-
+       
        KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna);
 
        if (objprop->m_in_active_layer)