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Fix GenericCAO fails to grabing member animated mesh node to prevent it do be deleted...
author
sapier
<Sapier at GMX dot net>
Fri, 27 Jun 2014 18:42:20 +0000
(20:42 +0200)
committer
sapier
<Sapier at GMX dot net>
Fri, 27 Jun 2014 18:42:20 +0000
(20:42 +0200)
src/content_cao.cpp
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diff --git
a/src/content_cao.cpp
b/src/content_cao.cpp
index bd90e96a540dc7e303f7dd4a162c181cd722c442..aa999b3af5fbc0d7f948ffe87d8b227eac18f929 100644
(file)
--- a/
src/content_cao.cpp
+++ b/
src/content_cao.cpp
@@
-756,6
+756,7
@@
void GenericCAO::removeFromScene(bool permanent)
if(m_animated_meshnode)
{
m_animated_meshnode->remove();
+ m_animated_meshnode->drop();
m_animated_meshnode = NULL;
}
if(m_spritenode)
@@
-879,6
+880,7
@@
void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
if(mesh)
{
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+ m_animated_meshnode->grab();
mesh->drop(); // The scene node took hold of it
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,