forked from bartvdbraak/blender
Only apply advanced setting of angular/linear factor to rigid bodies (with angular rotation). The setting broke 'dynamic'-only objects.
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@ -1105,6 +1105,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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btRigidBody* rbody = physicscontroller->GetRigidBody();
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if (rbody)
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{
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if (objprop->m_angular_rigidbody)
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{
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btVector3 linearFactor(
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objprop->m_lockXaxis? 0 : 1,
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@ -1116,6 +1118,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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objprop->m_lockZRotaxis? 0 : 1);
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rbody->setLinearFactor(linearFactor);
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rbody->setAngularFactor(angularFactor);
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}
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if (rbody && objprop->m_disableSleeping)
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{
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