diff --git a/source/blender/blenkernel/intern/texture.c b/source/blender/blenkernel/intern/texture.c index b04729d0b46..da1dcfa6c5b 100644 --- a/source/blender/blenkernel/intern/texture.c +++ b/source/blender/blenkernel/intern/texture.c @@ -850,10 +850,8 @@ int BKE_texture_dependsOnTime(const struct Tex *texture) if(texture->plugin) { // assume all plugins depend on time return 1; - } else if(texture->ima && - ( texture->ima->source == IMA_SRC_SEQUENCE || - texture->ima->source == IMA_SRC_MOVIE || - texture->ima->source == IMA_SRC_GENERATED ) ) { + } else if( texture->ima && + ELEM(texture->ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE)) { return 1; } else if(texture->ipo) { // assume any ipo means the texture is animated diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp index ab91f0cd43d..7be3b94d8ae 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp +++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp @@ -56,6 +56,7 @@ extern "C" #include "BLO_readfile.h" #include "BKE_global.h" #include "BKE_main.h" +#include "DNA_scene_types.h" #ifdef __cplusplus } #endif // __cplusplus @@ -669,6 +670,11 @@ bool GPG_Application::startEngine(void) m_ketsjiengine->StartEngine(true); m_engineRunning = true; + // Set the animation playback rate for ipo's and actions + // the framerate below should patch with FPS macro defined in blendef.h + // Could be in StartEngine set the framerate, we need the scene to do this + m_ketsjiengine->SetAnimFrameRate( (((double) G.scene->r.frs_sec) / G.scene->r.frs_sec_base) ); + } if (!m_engineRunning) diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index 6fcd3df2afc..661bf17ef23 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -1490,6 +1490,9 @@ PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self, MT_Vector3 vect; if (PyVecTo(pyvect, vect)) { + if (fac<=0.0) Py_RETURN_NONE; // Nothing to do. + if (fac< 1.0) fac= 1.0; + AlignAxisToVect(vect,axis,fac); NodeUpdateGS(0.f,true); Py_RETURN_NONE;