Age | Commit message (Collapse) | Author |
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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).
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our documentation.
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section of each type.
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were no simple docs like this in the wiki.
also set the window type to normal on start when -p argument is given, since the view could be maximized/fullscreen.
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2 new attributes to ImageViewport and ImageRender object:
depth: set to True to retrieve the depth buffer as an array of float
(not suitable for texture source).
zbuff: set to True to retrieve the depth buffer as a grey scale pixel array
(suitable for texture source).
A new mode 'F' is added to VideoTexture.imageToArray() to allow returning the image
buffer as a one dimensional array of float. This mode should only be used to retrieve
the depth buffer of ImageViewport and ImageRender objects.
Example:
viewport = VideoTexture.ImageViewport()
viewport.depth = True
depth = VideoTexture.imageToArray(viewport,'F')
# show depth of bottom left pixel
# 1.0 = infinite, 0.0 = on near clip plane.
print(depth[0])
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* group -> group_parent
* members -> group_children
so its more clear what direction the relationship is.
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from Jay Parker (battery)
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from Sunny Gogoi (darkowlzz)
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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
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some unused imports
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* Some UI docs for the Best Practise guide. Still WIP.
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to attempt to increase security by not loading potential Python scripts.
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connect a closure to another closure.
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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.
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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.
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normalise->normalize).
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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
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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
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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.
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- new compositor could use uninitialized var
- profile conversion could use uninitialized var
- set better warnings for clang+cmake.
- remove picky warnings from sphinx doc gen shell script.
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'node_context_dir'.
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datablock, adding object, linking it to scene and making selected and active.
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by Philipp Oeser (lichtwerk)
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also fix example for mesh uv's
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worth noticing is that the example in bpy.types.Mesh is wrong too (Mesh type does not have an uv element)
but I would prefer someone more familiar with bmesh to take a look at those
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update for the apidocs for the BGL module
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Special thanks to Mango team for awesome splash screen!
And everybody else who made this release! :)
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add filtering for document generator to support --partial bpy.types.SomeType
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