diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-04-20 01:01:12 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-04-20 01:01:12 +0400 |
commit | f5fc4ebdd8ede5263f4b34f161ebe139d40466dc (patch) | |
tree | 7122404f3410c14cd225343cfc97bc0a97441f1e /source/gameengine/GameLogic/SCA_RandomSensor.cpp | |
parent | d78eec93197cc1d3cc9da773ce30396891ec60f6 (diff) |
BGE Python API
- More verbose error messages.
- BL_Shader wasnt setting error messages on some errors
- FilterNormal depth attribute was checking for float which is bad because scripts often expect ints assigned to float attributes.
- Added a check to PyVecTo for a tuple rather then always using a generic python sequence. On my system this is over 2x faster with an optmized build.
Diffstat (limited to 'source/gameengine/GameLogic/SCA_RandomSensor.cpp')
-rw-r--r-- | source/gameengine/GameLogic/SCA_RandomSensor.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.cpp b/source/gameengine/GameLogic/SCA_RandomSensor.cpp index e04d2a8ab90..5ead82db428 100644 --- a/source/gameengine/GameLogic/SCA_RandomSensor.cpp +++ b/source/gameengine/GameLogic/SCA_RandomSensor.cpp @@ -224,7 +224,7 @@ int SCA_RandomSensor::pyattr_set_seed(void *self_v, const KX_PYATTRIBUTE_DEF *at { SCA_RandomSensor* self= static_cast<SCA_RandomSensor*>(self_v); if (!PyInt_Check(value)) { - PyErr_SetString(PyExc_TypeError, "expected an integer"); + PyErr_SetString(PyExc_TypeError, "sensor.seed = int: Random Sensor, expected an integer"); return -1; } self->m_basegenerator->SetSeed(PyInt_AsLong(value)); |