I’ve been reading this thread: http://blenderartists.org/forum/showthread.php?t=131988 but before doing much change on the physics button panel, I’d like to make a proper use of the ACTOR button.
At this moment, if the button is not pressed, a mesh object is converted to a physic triangular shape. If the user doesn’t want this, he must create a UV layer just to set the collision flag to false on all faces. This is not only a waste of time and memory, it was probably not the intention of the original coder: if you read the tool tip it says “Objects that are evaluated by the engine”. For me it means: objects that have a physic representation.
So my suggestion is to use the ACTOR button for specifiyng that you want a physic representation. If you don’t set the button, the object will automatically be collision free and the bound button will not be displayed.
Of course, to maintain compatibility, the ACTOR button will automatically set when loading older blend.
This change will create one backward compatibility problem: only objects with ACTOR flag set are detected by the Near and Radar sensors. Today, it is possible to define a static physics object that doesn’t have the ACTOR flag and is thus invisible to Near and Radar sensor.
Now my question: is there anybody using this feature? Does this change suits everybody?
I could also add a new “no physic” button, but I would find this really messy compared to a clean no physic -> static mesh -> dynamic -> rigid body progression.
I think this filtering feature on ACTOR for the Near and Radar sensors is something not useful.