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/Ketsji/KX_TouchSensor.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/Ketsji/KX_TouchSensor.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_TouchSensor.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.cpp b/source/gameengine/Ketsji/KX_TouchSensor.cpp index e7f8acbd1a8..5a6e8e6f501 100644 --- a/source/gameengine/Ketsji/KX_TouchSensor.cpp +++ b/source/gameengine/Ketsji/KX_TouchSensor.cpp @@ -369,7 +369,7 @@ const char KX_TouchSensor::GetTouchMaterial_doc[] = "\tKX_FALSE if it looks for a specific property.\n" ; PyObject* KX_TouchSensor::PyGetTouchMaterial() { - ShowDeprecationWarning("getTouchMaterial()", "the materialCheck property"); + ShowDeprecationWarning("getTouchMaterial()", "the useMaterial property"); return PyInt_FromLong(m_bFindMaterial); } @@ -382,6 +382,7 @@ const char KX_TouchSensor::SetTouchMaterial_doc[] = "\tKX_FALSE to switch off positive pulse mode.\n" ; PyObject* KX_TouchSensor::PySetTouchMaterial(PyObject *value) { + ShowDeprecationWarning("setTouchMaterial()", "the useMaterial property"); int pulseArg = PyInt_AsLong(value); if(pulseArg ==-1 && PyErr_Occurred()) { |