forked from bartvdbraak/blender
BGE bug fix (good for 2.47): radar and near sensor did not filter correctly the collisioning objects based on ACTOR flag when the parent object was added dynamically. This could result in a very big performance decrease.
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@ -135,9 +135,6 @@ CValue* KX_NearSensor::GetReplica()
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void KX_NearSensor::ReParent(SCA_IObject* parent)
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{
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SCA_ISensor::ReParent(parent);
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m_client_info->m_gameobject = static_cast<KX_GameObject*>(parent);
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m_client_info->m_sensors.push_back(this);
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@ -151,6 +148,7 @@ void KX_NearSensor::ReParent(SCA_IObject* parent)
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*/
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((KX_GameObject*)GetParent())->GetSGNode()->ComputeWorldTransforms(NULL);
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SynchronizeTransform();
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SCA_ISensor::ReParent(parent);
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}
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@ -92,6 +92,10 @@ CValue* KX_RadarSensor::GetReplica()
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if (replica->m_physCtrl)
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{
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replica->m_physCtrl = replica->m_physCtrl->GetReplica();
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if (replica->m_physCtrl)
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{
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replica->m_physCtrl->setNewClientInfo(replica->m_client_info);
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}
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}
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//todo: make sure replication works fine!
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