make Bullet default physics engine. However, it still loads some default .blend that...
authorErwin Coumans <blender@erwincoumans.com>
Thu, 27 Apr 2006 04:37:20 +0000 (04:37 +0000)
committerErwin Coumans <blender@erwincoumans.com>
Thu, 27 Apr 2006 04:37:20 +0000 (04:37 +0000)
commented out some code that makes Blender crashing, after leaving the game engine (armature deletes some pose, which deletes constraints, which are still in the dependency graph. Ask Charlie)

source/blender/blenkernel/intern/world.c
source/gameengine/Converter/BL_ActionActuator.cpp
source/gameengine/Converter/KX_BlenderSceneConverter.cpp

index 3ff980110e7bedfa8eda6f538a9ccc86fdb1635a..612c095aac744dfb53316442a4ee18651898094e 100644 (file)
@@ -101,7 +101,7 @@ World *add_world(char *name)
        wrld->aoenergy= 1.0;
        wrld->aobias= 0.05;
        
-       wrld->physicsEngine= WOPHY_SUMO;
+       wrld->physicsEngine= WOPHY_BULLET;//WOPHY_SUMO; Bullet by default
        
        return wrld;
 }
index ee47f86157e06e660c471ef8c78171ff44e6a5d9..293845c51b3f888e6b6a795683710040c7982699 100644 (file)
@@ -58,6 +58,8 @@
 
 BL_ActionActuator::~BL_ActionActuator()
 {
+       //todo Charlie, can you look into this?
+       /*
        if (m_pose) {
                free_pose_channels(m_pose);
                MEM_freeN(m_pose);
@@ -74,6 +76,8 @@ BL_ActionActuator::~BL_ActionActuator()
                MEM_freeN(m_blendpose);
                m_blendpose = NULL;
        };
+       */
+
        
 }
 
index 28af414de83d3825b1803415ff4889f44778a5cb..e06733ae919cb4fcbcf1c13ed881c9d3d4b379d1 100644 (file)
@@ -254,7 +254,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
        //find out which physics engine
        Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
 
-       e_PhysicsEngine physics_engine = UseSumo;
+       e_PhysicsEngine physics_engine = UseBullet;
 
        if (blenderscene)
        {