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-rw-r--r--doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst119
-rw-r--r--doc/python_api/rst/bge_types/bge.types.KX_ConstraintWrapper.rst31
-rw-r--r--doc/python_api/rst/bge_types/bge.types.KX_FontObject.rst22
-rw-r--r--doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst53
-rw-r--r--doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst250
-rw-r--r--doc/python_api/rst/bge_types/bge.types.KX_Scene.rst22
-rw-r--r--doc/python_api/rst/bge_types/bge.types.KX_WorldInfo.rst79
-rw-r--r--doc/python_api/rst/bge_types/bge.types.SCA_2DFilterActuator.rst4
-rw-r--r--doc/python_api/rst/bge_types/bge.types.SCA_ISensor.rst10
9 files changed, 282 insertions, 308 deletions
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst b/doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst
index 0dfc7a10d13..80450526c9a 100644
--- a/doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst
+++ b/doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst
@@ -7,11 +7,66 @@ base class --- :class:`PyObjectPlus`
.. class:: KX_BlenderMaterial(PyObjectPlus)
- KX_BlenderMaterial
+ This is the interface to materials in the game engine.
+
+ Materials define the render state to be applied to mesh objects.
+
+ The example below shows a simple GLSL shader setup allowing to dynamically mix two texture channels
+ in a material. All materials of the object executing this script should have two textures using
+ separate UV maps in the two first texture channels.
+
+ The code works for both Multitexture and GLSL rendering modes.
+
+ .. code-block:: python
+
+ from bge import logic
+
+ vertex_shader = """
+
+ void main(void)
+ {
+ // simple projection of the vertex position to view space
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ // coordinate of the 1st texture channel
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ // coordinate of the 2nd texture channel
+ gl_TexCoord[1] = gl_MultiTexCoord1;
+ }
+ """
+
+ fragment_shader ="""
+
+ uniform sampler2D texture_0;
+ uniform sampler2D texture_1;
+ uniform float factor;
+
+ void main(void)
+ {
+ vec4 color_0 = texture2D(texture_0, gl_TexCoord[0].st);
+ vec4 color_1 = texture2D(texture_1, gl_TexCoord[1].st);
+ gl_FragColor = mix(color_0, color_1, factor);
+ }
+ """
+
+ object = logic.getCurrentController().owner
+
+ for mesh in object.meshes:
+ for material in mesh.materials:
+ shader = material.getShader()
+ if shader is not None:
+ if not shader.isValid():
+ shader.setSource(vertex_shader, fragment_shader, True)
+
+ # get the first texture channel of the material
+ shader.setSampler('texture_0', 0)
+ # get the second texture channel of the material
+ shader.setSampler('texture_1', 1)
+ # pass another uniform to the shader
+ shader.setUniform1f('factor', 0.3)
.. attribute:: shader
- The materials shader.
+ The material's shader.
:type: :class:`BL_Shader`
@@ -38,35 +93,37 @@ base class --- :class:`PyObjectPlus`
Set the pixel color arithmetic functions.
- :arg src: Specifies how the red, green, blue, and alpha source blending factors are computed.
- :type src: Value in...
-
- * GL_ZERO,
- * GL_ONE,
- * GL_SRC_COLOR,
- * GL_ONE_MINUS_SRC_COLOR,
- * GL_DST_COLOR,
- * GL_ONE_MINUS_DST_COLOR,
- * GL_SRC_ALPHA,
- * GL_ONE_MINUS_SRC_ALPHA,
- * GL_DST_ALPHA,
- * GL_ONE_MINUS_DST_ALPHA,
- * GL_SRC_ALPHA_SATURATE
-
- :arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed.
- :type dest: Value in...
-
- * GL_ZERO
- * GL_ONE
- * GL_SRC_COLOR
- * GL_ONE_MINUS_SRC_COLOR
- * GL_DST_COLOR
- * GL_ONE_MINUS_DST_COLOR
- * GL_SRC_ALPHA
- * GL_ONE_MINUS_SRC_ALPHA
- * GL_DST_ALPHA
- * GL_ONE_MINUS_DST_ALPHA
- * GL_SRC_ALPHA_SATURATE
+ :arg src: Specifies how the red, green, blue, and alpha source blending factors are computed, one of...
+
+ * :data:`~bgl.GL_ZERO`
+ * :data:`~bgl.GL_ONE`
+ * :data:`~bgl.GL_SRC_COLOR`
+ * :data:`~bgl.GL_ONE_MINUS_SRC_COLOR`
+ * :data:`~bgl.GL_DST_COLOR`
+ * :data:`~bgl.GL_ONE_MINUS_DST_COLOR`
+ * :data:`~bgl.GL_SRC_ALPHA`
+ * :data:`~bgl.GL_ONE_MINUS_SRC_ALPHA`
+ * :data:`~bgl.GL_DST_ALPHA`
+ * :data:`~bgl.GL_ONE_MINUS_DST_ALPHA`
+ * :data:`~bgl.GL_SRC_ALPHA_SATURATE`
+
+ :type src: int
+
+ :arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed, one of...
+
+ * :data:`~bgl.GL_ZERO`
+ * :data:`~bgl.GL_ONE`
+ * :data:`~bgl.GL_SRC_COLOR`
+ * :data:`~bgl.GL_ONE_MINUS_SRC_COLOR`
+ * :data:`~bgl.GL_DST_COLOR`
+ * :data:`~bgl.GL_ONE_MINUS_DST_COLOR`
+ * :data:`~bgl.GL_SRC_ALPHA`
+ * :data:`~bgl.GL_ONE_MINUS_SRC_ALPHA`
+ * :data:`~bgl.GL_DST_ALPHA`
+ * :data:`~bgl.GL_ONE_MINUS_DST_ALPHA`
+ * :data:`~bgl.GL_SRC_ALPHA_SATURATE`
+
+ :type dest: int
.. method:: getMaterialIndex()
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_ConstraintWrapper.rst b/doc/python_api/rst/bge_types/bge.types.KX_ConstraintWrapper.rst
index 53bef120f7a..59bd836d90e 100644
--- a/doc/python_api/rst/bge_types/bge.types.KX_ConstraintWrapper.rst
+++ b/doc/python_api/rst/bge_types/bge.types.KX_ConstraintWrapper.rst
@@ -23,15 +23,14 @@ base class --- :class:`PyObjectPlus`
:arg axis:
:type axis: integer
- .. note::
- For each axis:
- * Lowerlimit == Upperlimit -> axis is locked
- * Lowerlimit > Upperlimit -> axis is free
- * Lowerlimit < Upperlimit -> axis it limited in that range
+ .. note::
+ * Lowerlimit == Upperlimit -> axis is locked
+ * Lowerlimit > Upperlimit -> axis is free
+ * Lowerlimit < Upperlimit -> axis it limited in that range
- PHY_LINEHINGE_CONSTRAINT = 2 or PHY_ANGULAR_CONSTRAINT = 3:
- axis = 3 is a constraint limit, with low/high limit value
+ For PHY_LINEHINGE_CONSTRAINT = 2 or PHY_ANGULAR_CONSTRAINT = 3:
+ axis = 3 is a constraint limit, with low/high limit value
* 3: X axis angle
:arg value0 (min): Set the minimum limit of the axis
@@ -39,7 +38,8 @@ base class --- :class:`PyObjectPlus`
:arg value1 (max): Set the maximum limit of the axis
:type value1: float
- PHY_CONE_TWIST_CONSTRAINT = 3:
+ For PHY_CONE_TWIST_CONSTRAINT = 4:
+
axis = 3..5 are constraint limits, high limit values
* 3: X axis angle
* 4: Y axis angle
@@ -50,7 +50,8 @@ base class --- :class:`PyObjectPlus`
:arg value1 (max): Set the maximum limit of the axis
:type value1: float
- PHY_GENERIC_6DOF_CONSTRAINT = 12:
+ For PHY_GENERIC_6DOF_CONSTRAINT = 12:
+
axis = 0..2 are constraint limits, with low/high limit value
* 0: X axis position
* 1: Y axis position
@@ -132,10 +133,10 @@ base class --- :class:`PyObjectPlus`
Returns the contraint type (read only)
:type: integer
+ - 1 = :class:`~bge.constraints.POINTTOPOINT_CONSTRAINT`
+ - 2 = :class:`~bge.constraints.LINEHINGE_CONSTRAINT`
+ - 3 = :class:`~bge.constraints.ANGULAR_CONSTRAINT`
+ - 4 = :class:`~bge.constraints.CONETWIST_CONSTRAINT`
+ - 11 = :class:`~bge.constraints.VEHICLE_CONSTRAINT`
+ - 12 = :class:`~bge.constraints.GENERIC_6DOF_CONSTRAINT`
- * 1 = POINTTOPOINT_CONSTRAINT
- * 2 = LINEHINGE_CONSTRAINT
- * 3 = ANGULAR_CONSTRAINT (aka LINEHINGE_CONSTRAINT)
- * 4 = CONETWIST_CONSTRAINT
- * 11 = VEHICLE_CONSTRAINT
- * 12 = GENERIC_6DOF_CONSTRAINT
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_FontObject.rst b/doc/python_api/rst/bge_types/bge.types.KX_FontObject.rst
index 1961f5e3e92..ca35ff49a08 100644
--- a/doc/python_api/rst/bge_types/bge.types.KX_FontObject.rst
+++ b/doc/python_api/rst/bge_types/bge.types.KX_FontObject.rst
@@ -7,6 +7,26 @@ base class --- :class:`KX_GameObject`
.. class:: KX_FontObject(KX_GameObject)
- TODO.
+ A Font object.
+ .. code-block:: python
+
+ # Display a message about the exit key using a Font object.
+ import bge
+
+ co = bge.logic.getCurrentController()
+ font = co.owner
+
+ exit_key = bge.events.EventToString(bge.logic.getExitKey())
+
+ if exit_key.endswith("KEY"):
+ exit_key = exit_key[:-3]
+
+ font.text = "Press key '%s' to quit the game." % exit_key
+
+ .. attribute:: text
+
+ The text displayed by this Font object.
+
+ :type: string
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
index 8d6996dc401..a24aa546cb9 100644
--- a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
+++ b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
@@ -78,6 +78,14 @@ base class --- :class:`SCA_IObject`
The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0.
+ .. attribute:: isSuspendDynamics
+
+ The object's dynamic state (read-only).
+
+ :type: boolean
+
+ .. seealso:: :py:meth:`suspendDynamics` and :py:meth:`restoreDynamics` allow you to change the state.
+
.. attribute:: linearDamping
The object's linear damping, also known as translational damping. Can be set simultaneously with angular damping using the :py:meth:`setDamping` method.
@@ -131,6 +139,29 @@ base class --- :class:`SCA_IObject`
A value of 0.0 disables this option (rather then setting it stationary).
+ .. attribute:: angularVelocityMin
+
+ Enforces the object keeps rotating at a minimum velocity. A value of 0.0 disables this.
+
+ :type: non-negative float
+
+ .. note::
+
+ Applies to dynamic and rigid body objects only.
+ While objects are stationary the minimum velocity will not be applied.
+
+
+ .. attribute:: angularVelocityMax
+
+ Clamp the maximum angular velocity to prevent objects rotating beyond a set speed.
+ A value of 0.0 disables clamping; it does not stop rotation.
+
+ :type: non-negative float
+
+ .. note::
+
+ Applies to dynamic and rigid body objects only.
+
.. attribute:: localInertia
the object's inertia vector in local coordinates. Read only.
@@ -155,6 +186,18 @@ base class --- :class:`SCA_IObject`
:type: :class:`KX_GameObject` or None
+ .. attribute:: collisionGroup
+
+ The object's collision group.
+
+ :type: bitfield
+
+ .. attribute:: collisionMask
+
+ The object's collision mask.
+
+ :type: bitfield
+
.. attribute:: collisionCallbacks
A list of functions to be called when a collision occurs.
@@ -653,13 +696,19 @@ base class --- :class:`SCA_IObject`
:arg angular_damping: Angular ("rotational") damping factor.
:type angular_damping: float ∈ [0, 1]
- .. method:: suspendDynamics()
+ .. method:: suspendDynamics([ghost])
Suspends physics for this object.
+ :arg ghost: When set to `True`, collisions with the object will be ignored, similar to the "ghost" checkbox in
+ Blender. When `False` (the default), the object becomes static but still collide with other objects.
+ :type ghost: bool
+
+ .. seealso:: :py:attr:`isSuspendDynamics` allows you to inspect whether the object is in a suspended state.
+
.. method:: restoreDynamics()
- Resumes physics for this object.
+ Resumes physics for this object. Also reinstates collisions; the object will no longer be a ghost.
.. note::
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst b/doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst
deleted file mode 100644
index 3421e194d77..00000000000
--- a/doc/python_api/rst/bge_types/bge.types.KX_PolygonMaterial.rst
+++ /dev/null
@@ -1,250 +0,0 @@
-KX_PolygonMaterial(PyObjectPlus)
-================================
-
-.. module:: bge.types
-
-base class --- :class:`PyObjectPlus`
-
-.. class:: KX_PolygonMaterial(PyObjectPlus)
-
- This is the interface to materials in the game engine.
-
- Materials define the render state to be applied to mesh objects.
-
- .. warning::
-
- Some of the methods/variables are CObjects. If you mix these up, you will crash blender.
-
- .. code-block:: python
-
- from bge import logic
-
- vertex_shader = """
-
- void main(void)
- {
- // original vertex position, no changes
- gl_Position = ftransform();
- // coordinate of the 1st texture channel
- gl_TexCoord[0] = gl_MultiTexCoord0;
- // coordinate of the 2nd texture channel
- gl_TexCoord[1] = gl_MultiTexCoord1;
- }
- """
-
- fragment_shader ="""
-
- uniform sampler2D color_0;
- uniform sampler2D color_1;
- uniform float factor;
-
- void main(void)
- {
- vec4 color_0 = texture2D(color_0, gl_TexCoord[0].st);
- vec4 color_1 = texture2D(color_1, gl_TexCoord[1].st);
- gl_FragColor = mix(color_0, color_1, factor);
- }
- """
-
- object = logic.getCurrentController().owner
- object = cont.owner
- for mesh in object.meshes:
- for material in mesh.materials:
- shader = material.getShader()
- if shader != None:
- if not shader.isValid():
- shader.setSource(vertex_shader, fragment_shader, True)
-
- # get the first texture channel of the material
- shader.setSampler('color_0', 0)
- # get the second texture channel of the material
- shader.setSampler('color_1', 1)
- # pass another uniform to the shader
- shader.setUniform1f('factor', 0.3)
-
-
- .. attribute:: texture
-
- Texture name.
-
- :type: string (read-only)
-
- .. attribute:: gl_texture
-
- OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture).
-
- :type: integer (read-only)
-
- .. attribute:: material
-
- Material name.
-
- :type: string (read-only)
-
- .. attribute:: tface
-
- Texture face properties.
-
- :type: CObject (read-only)
-
- .. attribute:: tile
-
- Texture is tiling.
-
- :type: boolean
-
- .. attribute:: tilexrep
-
- Number of tile repetitions in x direction.
-
- :type: integer
-
- .. attribute:: tileyrep
-
- Number of tile repetitions in y direction.
-
- :type: integer
-
- .. attribute:: drawingmode
-
- Drawing mode for the material.
- - 2 (drawingmode & 4) Textured
- - 4 (drawingmode & 16) Light
- - 14 (drawingmode & 16384) 3d Polygon Text.
-
- :type: bitfield
-
- .. attribute:: transparent
-
- This material is transparent. All meshes with this
- material will be rendered after non transparent meshes from back
- to front.
-
- :type: boolean
-
- .. attribute:: zsort
-
- Transparent polygons in meshes with this material will be sorted back to
- front before rendering.
- Non-Transparent polygons will be sorted front to back before rendering.
-
- :type: boolean
-
- .. attribute:: diffuse
-
- The diffuse color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
-
- :type: list [r, g, b]
-
- .. attribute:: specular
-
- The specular color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
-
- :type: list [r, g, b]
-
- .. attribute:: shininess
-
- The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0.
-
- :type: float
-
- .. attribute:: specularity
-
- The amount of specular of the material. 0.0 <= specularity <= 1.0.
-
- :type: float
-
- .. method:: updateTexture(tface, rasty)
-
- Updates a realtime animation.
-
- :arg tface: Texture face (eg mat.tface)
- :type tface: CObject
- :arg rasty: Rasterizer
- :type rasty: CObject
-
- .. method:: setTexture(tface)
-
- Sets texture render state.
-
- :arg tface: Texture face
- :type tface: CObject
-
- .. code-block:: python
-
- mat.setTexture(mat.tface)
-
- .. method:: activate(rasty, cachingInfo)
-
- Sets material parameters for this object for rendering.
-
- Material Parameters set:
-
- #. Texture
- #. Backface culling
- #. Line drawing
- #. Specular Colour
- #. Shininess
- #. Diffuse Colour
- #. Polygon Offset.
-
- :arg rasty: Rasterizer instance.
- :type rasty: CObject
- :arg cachingInfo: Material cache instance.
- :type cachingInfo: CObject
-
- .. method:: setCustomMaterial(material)
-
- Sets the material state setup object.
-
- Using this method, you can extend or completely replace the gameengine material
- to do your own advanced multipass effects.
-
- Use this method to register your material class. Instead of the normal material,
- your class's activate method will be called just before rendering the mesh.
- This should setup the texture, material, and any other state you would like.
- It should return True to render the mesh, or False if you are finished. You should
- clean up any state Blender does not set before returning False.
-
- Activate Method Definition:
-
- .. code-block:: python
-
- def activate(self, rasty, cachingInfo, material):
-
- :arg material: The material object.
- :type material: instance
-
- .. code-block:: python
-
- class PyMaterial:
- def __init__(self):
- self.pass_no = -1
-
- def activate(self, rasty, cachingInfo, material):
- # Activate the material here.
- #
- # The activate method will be called until it returns False.
- # Every time the activate method returns True the mesh will
- # be rendered.
- #
- # rasty is a CObject for passing to material.updateTexture()
- # and material.activate()
- # cachingInfo is a CObject for passing to material.activate()
- # material is the KX_PolygonMaterial instance this material
- # was added to
-
- # default material properties:
- self.pass_no += 1
- if self.pass_no == 0:
- material.activate(rasty, cachingInfo)
- # Return True to do this pass
- return True
-
- # clean up and return False to finish.
- self.pass_no = -1
- return False
-
- # Create a new Python Material and pass it to the renderer.
- mat.setCustomMaterial(PyMaterial())
-
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_Scene.rst b/doc/python_api/rst/bge_types/bge.types.KX_Scene.rst
index fc5ba357add..5bd8e3a77de 100644
--- a/doc/python_api/rst/bge_types/bge.types.KX_Scene.rst
+++ b/doc/python_api/rst/bge_types/bge.types.KX_Scene.rst
@@ -83,6 +83,12 @@ base class --- :class:`PyObjectPlus`
This can be set directly from python to avoid using the :class:`KX_SceneActuator`.
+ .. attribute:: world
+
+ The current active world, (read-only).
+
+ :type: :class:`KX_WorldInfo`
+
.. attribute:: suspended
True if the scene is suspended, (read-only).
@@ -119,21 +125,27 @@ base class --- :class:`PyObjectPlus`
:type: list
+ .. attribute:: pre_draw_setup
+
+ A list of callables to be run before the drawing setup (i.e., before the model view and projection matrices are computed).
+
+ :type: list
+
.. attribute:: gravity
The scene gravity using the world x, y and z axis.
:type: Vector((gx, gy, gz))
- .. method:: addObject(object, other, time=0)
+ .. method:: addObject(object, reference, time=0)
Adds an object to the scene like the Add Object Actuator would.
- :arg object: The object to add
+ :arg object: The (name of the) object to add.
:type object: :class:`KX_GameObject` or string
- :arg other: The object's center to use when adding the object
- :type other: :class:`KX_GameObject` or string
- :arg time: The lifetime of the added object, in frames. A time of 0 means the object will last forever.
+ :arg reference: The (name of the) object which position, orientation, and scale to copy (optional), if the object to add is a light and there is not reference the light's layer will be the same that the active layer in the blender scene.
+ :type reference: :class:`KX_GameObject` or string
+ :arg time: The lifetime of the added object, in frames. A time of 0 means the object will last forever (optional).
:type time: integer
:return: The newly added object.
:rtype: :class:`KX_GameObject`
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_WorldInfo.rst b/doc/python_api/rst/bge_types/bge.types.KX_WorldInfo.rst
new file mode 100644
index 00000000000..d0855c88d32
--- /dev/null
+++ b/doc/python_api/rst/bge_types/bge.types.KX_WorldInfo.rst
@@ -0,0 +1,79 @@
+KX_WordlInfo(PyObjectPlus)
+=============================
+
+.. module:: bge.types
+
+base class --- :class:`PyObjectPlus`
+
+.. class:: KX_WorldInfo(PyObjectPlus)
+
+ A wolrd object.
+
+ .. code-block:: python
+
+ # Set the mist color to red.
+ import bge
+
+ sce = bge.logic.getCurrentScene()
+
+ sce.world.mistColor = [1.0, 0.0, 0.0]
+
+ .. data:: KX_MIST_QUADRATIC
+
+ Type of quadratic attenuation used to fade mist.
+
+ .. data:: KX_MIST_LINEAR
+
+ Type of linear attenuation used to fade mist.
+
+ .. data:: KX_MIST_INV_QUADRATIC
+
+ Type of inverse quadratic attenuation used to fade mist.
+
+ .. attribute:: mistEnable
+
+ Return the state of the mist.
+
+ :type: bool
+
+ .. attribute:: mistStart
+
+ The mist start point.
+
+ :type: float
+
+ .. attribute:: mistDistance
+
+ The mist distance fom the start point to reach 100% mist.
+
+ :type: float
+
+ .. attribute:: mistIntensity
+
+ The mist intensity.
+
+ :type: float
+
+ .. attribute:: mistType
+
+ The type of mist - must be KX_MIST_QUADRATIC, KX_MIST_LINEAR or KX_MIST_INV_QUADRATIC
+
+ .. attribute:: mistColor
+
+ The color of the mist. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
+ Mist and background color sould always set to the same color.
+
+ :type: :class:`mathutils.Vector`
+
+ .. attribute:: backgroundColor
+
+ The color of the background. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
+ Mist and background color sould always set to the same color.
+
+ :type: :class:`mathutils.Vector`
+
+ .. attribute:: ambientColor
+
+ The color of the ambient light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
+
+ :type: :class:`mathutils.Vector`
diff --git a/doc/python_api/rst/bge_types/bge.types.SCA_2DFilterActuator.rst b/doc/python_api/rst/bge_types/bge.types.SCA_2DFilterActuator.rst
index 291ee8426cf..0a6c5fc9025 100644
--- a/doc/python_api/rst/bge_types/bge.types.SCA_2DFilterActuator.rst
+++ b/doc/python_api/rst/bge_types/bge.types.SCA_2DFilterActuator.rst
@@ -7,7 +7,7 @@ base class --- :class:`SCA_IActuator`
.. class:: SCA_2DFilterActuator(SCA_IActuator)
- Create, enable and disable 2D filters
+ Create, enable and disable 2D filters.
The following properties don't have an immediate effect.
You must active the actuator to get the result.
@@ -29,7 +29,7 @@ base class --- :class:`SCA_IActuator`
.. attribute:: mode
- Type of 2D filter, use one of :ref:`these constants <Two-D-FilterActuator-mode>`
+ Type of 2D filter, use one of :ref:`these constants <Two-D-FilterActuator-mode>`.
:type: integer
diff --git a/doc/python_api/rst/bge_types/bge.types.SCA_ISensor.rst b/doc/python_api/rst/bge_types/bge.types.SCA_ISensor.rst
index 9efd2e2d63a..af444fb9e65 100644
--- a/doc/python_api/rst/bge_types/bge.types.SCA_ISensor.rst
+++ b/doc/python_api/rst/bge_types/bge.types.SCA_ISensor.rst
@@ -23,8 +23,14 @@ base class --- :class:`SCA_ILogicBrick`
.. attribute:: frequency
- The frequency for pulse mode sensors.
-
+ The frequency for pulse mode sensors. (Deprecated: use SCA_ISensor.skippedTicks)
+
+ :type: integer
+
+ .. attribute:: skippedTicks
+
+ Number of logic ticks skipped between 2 active pulses
+
:type: integer
.. attribute:: level