fix for linking the player, also fixes building without python and bullet.
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@@ -603,8 +603,11 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
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m_ketsjiengine->SetNetworkDevice(m_networkdevice);
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m_ketsjiengine->SetTimingDisplay(frameRate, false, false);
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#ifdef WITH_PYTHON
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CValue::SetDeprecationWarnings(nodepwarnings);
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#else
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(void)nodepwarnings;
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#endif
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m_ketsjiengine->SetUseFixedTime(fixed_framerate);
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m_ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
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@@ -687,10 +690,11 @@ bool GPG_Application::startEngine(void)
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if(m_startScene->gm.stereoflag == STEREO_DOME)
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m_ketsjiengine->InitDome(m_startScene->gm.dome.res, m_startScene->gm.dome.mode, m_startScene->gm.dome.angle, m_startScene->gm.dome.resbuf, m_startScene->gm.dome.tilt, m_startScene->gm.dome.warptext);
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#ifdef WITH_PYTHON
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// Set the GameLogic.globalDict from marshal'd data, so we can
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// load new blend files and keep data in GameLogic.globalDict
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loadGamePythonConfig(m_pyGlobalDictString, m_pyGlobalDictString_Length);
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#endif
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m_sceneconverter->ConvertScene(
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startscene,
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m_rendertools,
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@@ -723,6 +727,7 @@ bool GPG_Application::startEngine(void)
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void GPG_Application::stopEngine()
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{
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#ifdef WITH_PYTHON
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// GameLogic.globalDict gets converted into a buffer, and sorted in
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// m_pyGlobalDictString so we can restore after python has stopped
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// and started between .blend file loads.
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@@ -735,6 +740,8 @@ void GPG_Application::stopEngine()
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// when exiting the mainloop
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exitGamePythonScripting();
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#endif
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m_ketsjiengine->StopEngine();
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m_networkdevice->Disconnect();
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