fixes for...

[18429] Typo in IPO Actuator

[18377] Crash fo yofankie (G.curscreen==NULL)
		/* No screen, happens when saving a blendfile in background mode,
		 * then loading in the game engine
		 * just assume we need the mesh info */
This commit is contained in:
Campbell Barton 2009-03-20 06:12:22 +00:00
parent a1e05f4617
commit 483ee1157e
2 changed files with 26 additions and 14 deletions

@ -1995,21 +1995,33 @@ CustomDataMask get_viewedit_datamask()
/* check if we need tfaces & mcols due to face select or texture paint */
if(FACESEL_PAINT_TEST || G.f & G_TEXTUREPAINT)
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
if (G.curscreen==NULL) {
/* No screen, happens when saving a blendfile in background mode,
* then loading in the game engine
* just assume we need the mesh info */
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
/* check if we need tfaces & mcols due to view mode */
for(sa = G.curscreen->areabase.first; sa; sa = sa->next) {
if(sa->spacetype == SPACE_VIEW3D) {
View3D *view = sa->spacedata.first;
if(view->drawtype == OB_SHADED) {
/* this includes normals for mesh_create_shadedColors */
mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
}
if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
if((G.fileflags & G_FILE_GAME_MAT) &&
(G.fileflags & G_FILE_GAME_MAT_GLSL)) {
mask |= CD_MASK_ORCO;
}
} else {
/* check if we need tfaces & mcols due to view mode */
for(sa = G.curscreen->areabase.first; sa; sa = sa->next) {
if(sa->spacetype == SPACE_VIEW3D) {
View3D *view = sa->spacedata.first;
if(view->drawtype == OB_SHADED) {
/* this includes normals for mesh_create_shadedColors */
mask |= CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_NORMAL | CD_MASK_ORCO;
}
if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
if((G.fileflags & G_FILE_GAME_MAT) &&
(G.fileflags & G_FILE_GAME_MAT_GLSL)) {
mask |= CD_MASK_ORCO;
if((G.fileflags & G_FILE_GAME_MAT) &&
(G.fileflags & G_FILE_GAME_MAT_GLSL)) {
mask |= CD_MASK_ORCO;
}
}
}
}

@ -1875,7 +1875,7 @@ static short draw_actuatorbuttons(Object *ob, bActuator *act, uiBlock *block, sh
uiDefButS(block, NUM, 0, "Blendin: ", xco+10, yco-64, (width-20)/2, 19, &aa->blendin, 0.0, 32767, 0.0, 0.0, "Number of frames of motion blending");
uiDefButS(block, NUM, 0, "Priority: ", xco+10+(width-20)/2, yco-64, (width-20)/2, 19, &aa->priority, 0.0, 100.0, 0.0, 0.0, "Execution priority - lower numbers will override actions with higher numbers, With 2 or more actions at once, the overriding channels must be lower in the stack");
uiDefBut(block, TEX, 0, "FrameProp: ",xco+10, yco-84, width-20, 19, aa->frameProp, 0.0, 31.0, 0, 0, "Assign this property this actions current frame number");
uiDefBut(block, TEX, 0, "FrameProp: ",xco+10, yco-84, width-20, 19, aa->frameProp, 0.0, 31.0, 0, 0, "Assign the action's current frame number to this property");
#ifdef __NLA_ACTION_BY_MOTION_ACTUATOR