Revision: 37066
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=37066
Author:   moguri
Date:     2011-06-01 06:43:10 +0000 (Wed, 01 Jun 2011)
Log Message:
-----------
BGE Animations: Removing guards that prevent the action actuator from being 
used on non-armatures. Object animation works through this actuator now too. :)

Modified Paths:
--------------
    branches/soc-2011-pepper/source/blender/editors/space_logic/logic_window.c
    branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c
    branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp

Modified: 
branches/soc-2011-pepper/source/blender/editors/space_logic/logic_window.c
===================================================================
--- branches/soc-2011-pepper/source/blender/editors/space_logic/logic_window.c  
2011-06-01 06:26:54 UTC (rev 37065)
+++ branches/soc-2011-pepper/source/blender/editors/space_logic/logic_window.c  
2011-06-01 06:43:10 UTC (rev 37066)
@@ -3679,10 +3679,6 @@
        PointerRNA settings_ptr;
        uiLayout *row;
 
-       if(ob->type != OB_ARMATURE){
-               uiItemL(layout, "Actuator only available for armatures", 
ICON_NONE);
-               return;
-       }
        RNA_pointer_create((ID *)ob, &RNA_GameObjectSettings, ob, 
&settings_ptr);
 
        row= uiLayoutRow(layout, 0);

Modified: branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c
===================================================================
--- branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c      
2011-06-01 06:26:54 UTC (rev 37065)
+++ branches/soc-2011-pepper/source/blender/makesrna/intern/rna_actuator.c      
2011-06-01 06:43:10 UTC (rev 37066)
@@ -426,11 +426,11 @@
        
        if (ob != NULL) {
                if (ob->type==OB_ARMATURE) {
-                       RNA_enum_items_add_value(&item, &totitem, 
actuator_type_items, ACT_ACTION);
                        RNA_enum_items_add_value(&item, &totitem, 
actuator_type_items, ACT_ARMATURE);
                }
        }
-
+       
+       RNA_enum_items_add_value(&item, &totitem, actuator_type_items, 
ACT_ACTION);
        RNA_enum_items_add_value(&item, &totitem, actuator_type_items, 
ACT_CAMERA);
        RNA_enum_items_add_value(&item, &totitem, actuator_type_items, 
ACT_CONSTRAINT);
        RNA_enum_items_add_value(&item, &totitem, actuator_type_items, 
ACT_EDIT_OBJECT);

Modified: 
branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp
===================================================================
--- 
branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp    
    2011-06-01 06:26:54 UTC (rev 37065)
+++ 
branches/soc-2011-pepper/source/gameengine/Converter/KX_ConvertActuators.cpp    
    2011-06-01 06:43:10 UTC (rev 37066)
@@ -191,30 +191,26 @@
                        }
                case ACT_ACTION:
                        {
-                               if (blenderobject->type==OB_ARMATURE){
-                                       bActionActuator* actact = 
(bActionActuator*) bact->data;
-                                       STR_String propname = (actact->name ? 
actact->name : "");
-                                       STR_String propframe = 
(actact->frameProp ? actact->frameProp : "");
+                               bActionActuator* actact = (bActionActuator*) 
bact->data;
+                               STR_String propname = (actact->name ? 
actact->name : "");
+                               STR_String propframe = (actact->frameProp ? 
actact->frameProp : "");
                                        
-                                       BL_ActionActuator* tmpbaseact = new 
BL_ActionActuator(
-                                               gameobj,
-                                               propname,
-                                               propframe,
-                                               actact->sta,
-                                               actact->end,
-                                               actact->act,
-                                               actact->type, // + 1, because 
Blender starts to count at zero,
-                                               actact->blendin,
-                                               actact->priority,
-                                               actact->end_reset,
-                                               actact->stridelength
-                                               // Ketsji at 1, because zero is 
reserved for "NoDef"
-                                               );
-                                       baseact= tmpbaseact;
-                                       break;
-                               }
-                               else
-                                       printf ("Discarded action actuator from 
non-armature object [%s]\n", blenderobject->id.name+2);
+                               BL_ActionActuator* tmpbaseact = new 
BL_ActionActuator(
+                                       gameobj,
+                                       propname,
+                                       propframe,
+                                       actact->sta,
+                                       actact->end,
+                                       actact->act,
+                                       actact->type, // + 1, because Blender 
starts to count at zero,
+                                       actact->blendin,
+                                       actact->priority,
+                                       actact->end_reset,
+                                       actact->stridelength
+                                       // Ketsji at 1, because zero is 
reserved for "NoDef"
+                                       );
+                               baseact= tmpbaseact;
+                               break;
                        }
                case ACT_SHAPEACTION:
                        {

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