forked from bartvdbraak/blender
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)
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@ -101,7 +101,7 @@ World *add_world(char *name)
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wrld->aoenergy= 1.0;
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wrld->aobias= 0.05;
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wrld->physicsEngine= WOPHY_SUMO;
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wrld->physicsEngine= WOPHY_BULLET;//WOPHY_SUMO; Bullet by default
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return wrld;
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}
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@ -58,6 +58,8 @@
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BL_ActionActuator::~BL_ActionActuator()
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{
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//todo Charlie, can you look into this?
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/*
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if (m_pose) {
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free_pose_channels(m_pose);
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MEM_freeN(m_pose);
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@ -74,6 +76,8 @@ BL_ActionActuator::~BL_ActionActuator()
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MEM_freeN(m_blendpose);
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m_blendpose = NULL;
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};
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*/
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}
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@ -254,7 +254,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
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//find out which physics engine
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Scene *blenderscene = GetSceneForName2(m_maggie, scenename);
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e_PhysicsEngine physics_engine = UseSumo;
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e_PhysicsEngine physics_engine = UseBullet;
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if (blenderscene)
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{
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