Age | Commit message (Collapse) | Author |
|
- Initialize python types with PyType_Ready, which adds methods to the type dictionary.
- use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays.
- Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod)
- Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc.
From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet.
Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
|
|
hopefully no new bugs.
|
|
|
|
|
|
Added the method into the PyType so python knows about the methods (its supposed to work this way).
This means in the future the api can use PyType_Ready() to store the methods in the types dictionary.
Python3 removes Py_FindMethod and we should not be using it anyway since its not that efficient.
|
|
(in the embed BGE it is still 0)
|
|
|
|
- Bugfix for running dir() on all BGE python objects. was not getting the immediate methods and attributes for each class.
- Use attributes for KX_Scene (so they are included with dir())
- Override __dict__ attributes for KX_Scene and KX_GameObject so custom properties are included with a dir()
|
|
edge loops unlike edge collapsing poly reduction.
Example
http://www.graphicall.org/ftp/ideasman42/unsubsurf.gif
|
|
bugfix in bullet
Caused by using the index from closestAxis4 before checking its -1
|
|
from Mitchell Stokes (moguri)
|
|
from James Crosby (sheep)
|
|
from Alberto Santos (dnakhain)
"This patch adds a few new variables relationated with Particle System children such as children amount, render amount,
child clumping..."
|
|
ob.someProp = 10
can now be...
ob["someProp"] = 10
For simple get/set test with an objects 10 properties, this is ~30% faster.
Though I like the attribute access, its slower because it needs to lookup BGE attributes and methods (for parent classes as well as KX_GameObject class).
This could also be an advantage if there are collisions between new attributes added for 2.49 and existing properties a game uses.
Made some other small optimizations,
- Getting and setting property can use const char* as well as STR_String (avoids making new STR_Strings just to do the lookup).
- CValue::SetPropertiesModified() and CValue::SetPropertiesModified(), were looping through all items in the std::map, advancing from the beginning each time.
|
|
KX_MeshProxy. Fix a bug in KX_MeshProxy where the Python type was not set right.
|
|
Thanks to Dusan Stevanovic for pointing out the fix.
Also noticed alpha wasn't being rendered, enabled texface alpha.
|
|
for island margin (it works just fine when changed in original script)
increased value as suggested.
|
|
|
|
|
|
ffmpeg format switched from RGBA32 to BGR32, it's no longer needed to swap color planes.
NOTE: this commit also attempts to fix the big endian case, but since I don't have a machine to test it, I'd appreciate if someone else would.
|
|
NetworkMessageSensor.
|
|
Correct joint-guided roll to use the previous bone, not the following (that was silly). Also made first bone use view axis (since it has no previous), this is much nicer that using rotation correction only. Using the joint roll option makes it MUCH more orientation independant.
|
|
fix for linking on linux
|
|
longer works.
own fault, broke rev16702.
Curves created by fonts didnt have their radius set. Forgot do do this when making radius calculated with the curve (like tilt)
|
|
Marked as fixed but was still using uninitialized variables.
|
|
not too well documented yet. Doesn't affect etch-a-ton.
|
|
cases like a cube with scrambled mesh data.
Please test before committing.
m_vertexArray has no doubles now and is not aligned to 3, using m_triFaceArray to get the verts for each face.
|
|
Re-enable vertex welding, only for soft bodies. They require it. Future versions could expose such vertexWeldingThreshold.
|
|
angular rotation). The setting broke 'dynamic'-only objects.
|
|
to Andre.
|
|
It had its own "which OS" conditionals, so please check the moving did
change the result.
|
|
|
|
|
|
|
|
|
|
|
|
CIDS: 42 and 470
Kent
|
|
|
|
|
|
|
|
Found out using Coverity's scan report.
|
|
in sculptmode.c move initalization of a var to fix an issue
where index of array could be -1.
Found by coverity.
Kent
|
|
Deprecated..
getPosition, setPosition, getOrientation, setOrientation, getState, setState, getParent, getVisible, getMass
* swapped set/get to get/set in KX_PYATTRIBUTE_RW_FUNCTION macro to match pythons getsetattrs.
* deprecation warnings in the api and notes in epydocs.
* added 'state' attribute
* gameob.mass = 10 # now works because its not checking only for float values.
* dir(gameob) # includes attributes now
|
|
This will break compatibility with previous texnode testing builds (but not
with any released versions)
|
|
other scenes, for texture face / multitexture materials.
Fix for bug #18428: BGE lights on hidden layers were still used,
for all material types, now they have no effect
|
|
Error pointed out by Dan Eicher, thanks!
|
|
from Jorg Muller (nexyon)
also removed references to CVS in install
|
|
|
|
Set it to true to build with -pg
Also I added CCFLAGS to final link of targets. Not sure why it wasn't there before.
Kent
|
|
Just some minor cleanups.
Kent
|