Index: source/gameengine/Converter/KX_ConvertSensors.cpp =================================================================== --- source/gameengine/Converter/KX_ConvertSensors.cpp (r‚vision 13538) +++ source/gameengine/Converter/KX_ConvertSensors.cpp (copie de travail) @@ -386,8 +386,9 @@ bool bFindMaterial = false; PHY_IPhysicsController* physCtrl = kxscene->GetPhysicsEnvironment()->CreateSphereController(radius,pos); - if (isInActiveLayer) - kxscene->GetPhysicsEnvironment()->addSensor(physCtrl); + //will be done in KX_TouchEventManager::RegisterSensor() + //if (isInActiveLayer) + // kxscene->GetPhysicsEnvironment()->addSensor(physCtrl); Index: source/gameengine/Ketsji/KX_IpoActuator.cpp =================================================================== --- source/gameengine/Ketsji/KX_IpoActuator.cpp (r‚vision 13538) +++ source/gameengine/Ketsji/KX_IpoActuator.cpp (copie de travail) @@ -343,7 +343,7 @@ } } - if (bNegativeEvent && m_localtime == m_startframe){ + if (bNegativeEvent && !m_bIpoPlaying /*m_localtime == m_startframe*/){ result = false; } else @@ -415,7 +415,10 @@ } if (!result && m_type != KX_ACT_IPO_LOOPSTOP) + { m_starttime = -2.0*start_smaller_then_end*(m_endframe - m_startframe) - 1.0; + m_bIpoPlaying = false; + } return result; } Index: source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp =================================================================== --- source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp (r‚vision 13538) +++ source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp (copie de travail) @@ -142,7 +142,11 @@ result = (WasUp != m_IsUp); - // Return true if the message received state has changed. + // Return always true if a message was received otherwise we can loose messages + if (m_IsUp) + return true; + // Is it usefull to return also true when the first frame without a message?? + // This will cause a fast on/off cycle that seems useless! return result; }