make Bullet default physics engine. However, it still loads some default .blend that set's sumo default. todo: find out about this.

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)
This commit is contained in:
Erwin Coumans 2006-04-27 04:37:20 +00:00
parent 444f4e894f
commit b18763a265
3 changed files with 6 additions and 2 deletions

@ -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;
}

@ -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;
};
*/
}

@ -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)
{