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2013-02-10BGE: Splitting up the bge.types docs so they are not all on the same page. ↵Mitchell Stokes
This should make them much easier to browse.
2013-01-30BGE: Some various changes to make moving the character physics type easier:Mitchell Stokes
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator. * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping. * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed. Note, this also resolves the following bugs: [#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex) [#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
2013-01-28BGE Py API docs: correct references to bge.keysCampbell Barton
2012-12-29BGE: Adding a jumpCount to KX_CharacterWrapper. This can be used to have ↵Mitchell Stokes
different logic for a single jump versus a double jump. For example, a different animation for the second jump.
2012-12-26BGE: Adding a maxJumps to the character controller to adjust how many jumps ↵Mitchell Stokes
a character can perform before having to touch the ground. By default this is set to 1, which means a character can only jump once before having to touch the ground again. Setting this to 2 allows for double jumping.
2012-12-22BGE: Committing async LibLoad from Swiss. This does the lib loading in a ↵Mitchell Stokes
separate thread to keep the BGE from freezing. Here is an example from the docs: # Print a message when an async LibLoad is done import bge def finished_cb(status): print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken)) bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
2012-12-21BGE: Adding a Python interface for handling joysticks without needing logic ↵Mitchell Stokes
bricks. These new SCA_PythonJoystick objects can be accessed using bge.logic.joysticks, which is a list of joysticks. The length of the list is the number of maximum supported joysticks, and indexes that do not have a joystick available are set to None. This means joysticks can be checked for using something like: if bge.logic.joysticks[0]: activate_player_one() if bge.logic.joysticks[1]: activate_player_two() etc.. The interface exposed by SCA_PythonJoystick is very similar to the joystick logic brick except for one key difference: axis values are normalized to a -1.0 to 1.0 range instead of -32767 to 32767, which is what the logic brick exposed.
2012-11-29Fix related to #33340: add a warning to bge from_id documentation to not ↵Brecht Van Lommel
store id() in game object integer properties since it may not fit in 32 bits integers.
2012-11-23BGE Docs: Adding some docs for some of the Steering Actuator attributes. I ↵Mitchell Stokes
grabbed the docs from the UI descriptions from RNA for the Steering Actuator. However, these aren't the best descriptions, and both the UI descriptions and the docs could use some attention. Also, steeringVec and facingMode didn't have corresponding UI elements, so I've left them undocumented for now. Someone who knows what they do can hopefully document them.
2012-11-23BGE Docs: Adding docs for KX_Scene.drawObstacleSimulation() based on its doc ↵Mitchell Stokes
string.
2012-11-23BGE Docs: Documenting missing Sound Actuator attributes based on RNA UI strings.Mitchell Stokes
2012-11-23BGE Docs: Adding docs for the KX_GameObject.playAction() play_mode constants.Mitchell Stokes
2012-11-22BGE Docs: Moving the KX_ArmatureSensor.type constant docs from bge.types.rst ↵Mitchell Stokes
to bge.logic.rst where the rest of the constants docs are.
2012-11-22BGE Docs: Fixing indentation.Mitchell Stokes
2012-11-22indentation editsCampbell Barton
2012-11-22BGE Docs: Moving the BL_ArmatureChannel.rotation_mode constant docs from ↵Mitchell Stokes
bge.types.rst to bge.logic.rst where the rest of the constants docs are.
2012-11-22BGE Docs: Moving the BL_ArmatureConstraint constant docs from bge.types.rst ↵Mitchell Stokes
to bge.logic.rst with the rest of the constants docs are.
2012-11-22BGE Docs: Adding RM_* mode constants from KX_NavMeshObject.draw()Mitchell Stokes
2012-11-22Moving the Armature Actuator constant docs from bge.types.rst to ↵Mitchell Stokes
bge.logic.rst with the rest of the constants docs are. Not only is this more consistent, but it also makes Campbell's script happier.
2012-11-22Adding docs for KX_NavMeshObject based on doc strings found in ↵Mitchell Stokes
KX_NavMeshObject.cpp.
2012-11-22BGE: KX_PhysicsObjectWrapper was not being used anywhere in the code base, ↵Mitchell Stokes
but it was being maintained (style, docs, name changes, etc), so I'm removing it.
2012-11-22more bge reference api docstrings, leaving KX_FontObject and ↵Campbell Barton
KX_NavMeshObject as TODO.
2012-11-22bge camera axix actuator was undocumented and python had incorrect limits on ↵Campbell Barton
this attribute.
2012-11-21doc corrections and add bge.types.KX_ArmatureSensorCampbell Barton
2012-11-13Docs update for r52164Mitchell Stokes
2012-11-10add argument so recent bge function mesh.transform_uv() so you can ↵Campbell Barton
optionally transform between UV1 / UV2
2012-11-10add 2 new utility functions to the BGE mesh py api.Campbell Barton
mesh.transform(matid, matrix) mesh.transform_uv(matid, matrix, uv_index=-1)) much more efficient then looping over verts in python to transform them.
2012-11-10BGE: Committing patch [#32697] "New BGE gravity API" by HG1.Mitchell Stokes
This patch adds a gravity attribute to KX_Scene.
2012-11-05BGE: This patch adds a character wrapper (similar to the already implemented ↵Mitchell Stokes
vehicle wrapper) to control character physics options. Currently supported options are: * jump() -- causes the character to jump * onGround -- specifies whether or not the character is on the ground * gravity -- controls the "gravity" that the character physics uses for the character More options could be added (such as jump speed, step height, make fall speed, max slope, etc).
2012-10-09rename BGE KX_GameObject attrsCampbell Barton
* group -> group_parent * members -> group_children so its more clear what direction the relationship is.
2012-10-09patch [#31875] Patch to get scene access through a game objectCampbell Barton
from Jay Parker (battery)
2012-10-07BGE: Committing patch [#31442] "API improvements: Group references python ↵Mitchell Stokes
api, for better control over groups and instances" by Martin Sell (moerdn). This patch adds a member and a group property to KX_GameObject: * KX_GameObject.member returns the list of group members if the object is a group object, otherwise None is returned * KX_GameObject.group returns the group object that the object belongs to or None if the object is not part of a group
2012-10-02Added example of KX_GameObject subclassing to game engine docs.Alex Fraser
2012-07-09As a response to issue [#28483] "Enable/Disable Rigid Body actuator do ↵Mitchell Stokes
nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
2012-07-07Adding a note to KX_Camera.projection_matrix and KX_Camera.modelview_matrix ↵Mitchell Stokes
to warn that both values are the identity matrix prior to the first frame of rendering. Both values are calculated when rendering, which is after Python scripts have a chance to run on frame 1.
2012-07-04Spellfixes: colour -> colorBastien Montagne
2012-07-03More spell and typo fixes (mostly visualise->visualize, grey->gray, ↵Bastien Montagne
normalise->normalize).
2012-06-28Removing channel manipulation from the Action Actuator Python API since this ↵Mitchell Stokes
has been broken since the animation changes from Pepper. BL_ArmatureObject.channels should be used instead. For more information see bug #28843 for more info: http://projects.blender.org/tracker/index.php?func=detail&aid=28843&group_id=9&atid=306
2012-06-28bge.logic.keyboard.getClipboard() and .setClipboard methodsDalai Felinto
the idea of using methods instead of attributes is to avoid users abusing of the system calls. Thanks Campbell Barton for reviewing and small corrections
2012-06-14KX_RadarSensor.getConeHeight() not longer exists, removing it from the docs.Mitchell Stokes
2012-06-14Fix for [#31813] "bge.types.KX_RadarSensor incorrect attributes" reported by ↵Mitchell Stokes
Monster. KX_RadarSensor.angle was returning the angle that was used to construct Bullet's physics shape, which is calculated from the logic brick gui. KX_RadarSensor.angle now recalculates the original value from the gui. However, m_coneradius isn't actually used by KX_RadarSensor that I can see, so it might be better to just assign the original angle to m_coneradius instead of the calculated value. I've also made KX_RadarSensor.angle read-only, since setting m_coneradius does not appear to have any affect, which means writing to KX_RadarSensor.angle never worked properly.
2012-03-21Fix #30622: documentation example code for bge.types.KX_MeshProxy did not work,Sergey Sharybin
using fix suggested by Ryan King.
2012-03-12Fix #30524: documentation example code for bge.types.KX_MeshProxy did not work,Brecht Van Lommel
using fix suggested by Ryan King.
2012-03-03option for the Armature Actuator to change the influence of a bone constraint.Dalai Felinto
Also adds DampedTrackTo to the list of supported constraints in the BGE Test file: http://www.pasteall.org/blend/11715 Patch developed as part of a project to NF-UBC Nereus Program. Development time 'sponsored' by the project. www.nereusprogram.org
2012-01-23rst bge touch ups: making the title of the examples slightly more noticeableDalai Felinto
- it's still not correct, comparing to the other examples, but at least it looks okish. - fixed some small typos
2012-01-22Committing patch "[#29763] Adding an active_events property to ↵Mitchell Stokes
SCA_PythonKeyboard and SCA_PythonMouse" Here is the description: As the summary says, this patch adds a new event to both SCA_PythonKeyboard and SCA_PythonMouse. This property is similar to the events property that both have, but it only returns events which are not KX_NO_INPUTSTATUS. This moves the "no input" check from Python to C, which gave my input handling code a 2x speed up. Python sucks (performance-wise) with iterating lists and SCA_PythonKeyboard has close to 200 events (I think something like 177, but I don't know for sure).
2012-01-22cucumber merge: world scaling + video texture constantsDalai Felinto
revisions: 38166,38167,38177,38179,38180,38187,38242 To be implemented after merge: 1) add pydocs(rst) for the video texture new defines 2) see if a NodeSetLocalMatrix would fit well #43439 by kupoman Changing the worldTransform and localTransform python attributes to use BLI_math to simplify the code #38242 by kupoman Adding the constants SOURCE_ERROR, SOURCE_EMPTY, SOURCE_READY, SOURCE_PLAYING, SOURCE_STOPPED to the video texture module. Updates to the documentation will follow after a merge with trunk #38187 by kupoman Updates to the documentation to reflect that worldScale is now writable, and added localTransform and worldTransform to KX_GameObject. #38180 by kupoman The Transform attribute of KX_GameObject was based on world space data. I converted that one to worldTransform, and added a localTransform for local space transform information. #38179 by kupoman Fixed the transform attribute of KX_GameObject's set method to properly deal with negative scaling. #38177 by kupoman Updated the transform property on KX_GameObject so that it is now read/write, and added the corresponding set method. Also simplified the get method by calling GetOpenGLMatrix instead of making the matrix myself. #38167 by kupoman Adding a read only transform attribute to KX_GameObject that returns a 4x4 matrix representing the object's transformations. #38166 by kupoman Adding a worldScale attribute to KX_GameObject. This attribute scales the object independently of its parent's scale.
2012-01-13bge api doc updateDalai Felinto
bge.texture materialId wasn't showing up bge.type was outdated (I removed the glew example, I hope no one mind)
2011-09-02BGE animations: adding a missing comma.Mitchell Stokes
2011-09-01BGE animations: Updating some constant names. They were still the originally ↵Mitchell Stokes
proposed names instead of the ones that are actually used now.