diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py index 33b19eb0752..6fb172bf1e3 100644 --- a/release/scripts/startup/bl_ui/properties_game.py +++ b/release/scripts/startup/bl_ui/properties_game.py @@ -100,7 +100,6 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel): sub.prop(game, "damping", text="Translation", slider=True) sub.prop(game, "rotation_damping", text="Rotation", slider=True) - if physics_type == 'RIGID_BODY': layout.separator() split = layout.split() @@ -111,6 +110,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel): col.prop(game, "lock_location_y", text="Y") col.prop(game, "lock_location_z", text="Z") + if physics_type == 'RIGID_BODY': col = split.column() col.label(text="Lock Rotation:") col.prop(game, "lock_rotation_x", text="X") diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp index dcc67205713..3670d79a01e 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp @@ -3535,9 +3535,10 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject if (rbody) { + rbody->setLinearFactor(ci.m_linearFactor); + if (isbulletrigidbody) { - rbody->setLinearFactor(ci.m_linearFactor); rbody->setAngularFactor(ci.m_angularFactor); }