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trigger the controller of a newly activated state, even if the sensor is already connected to an active state; new isTriggered() python function to determine which sensor triggered the current controller.
Previously, this behaviour was available only for sensors
that were not connected to any active state, which was
forcing the game designer to duplicate sensors in some
cases.
For example the Always sensors used to initialize the
states needed to be duplicated for each state. With this
patch, a single Always sensor with Level option enabled
will suffice to initialize all the states.
A Python controller can determine which sensor did trigger
with the new SCA_ISensor::isTriggered() function.
Notes:
- When a sensor with level option enabled is connected
to multiple controllers, only those of newly activated
states will be triggered. The controllers of already
activated states will receive no trigger, unless the
sensor internal state toggled, in which case all the
controllers are triggered as always.
- The old isPositive() function returns the internal
state of the sensor, positive or negative; the new
isTriggered() function returns 1 only for sensors
that generated an event in the current frame.
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useful when blender crashes on printing the python error which happens frequently.
buttons_logic.c - NULL checks for game logic buttons, linking in groups with some logic links to objects outsude the group could crash blender. There are NULL checks for this case elsewhere so I assume it should be supported.
CMakeLists.txt - remove YESIAMSTUPID option, is not used anymore.
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somewhat random crashes, which I think was caused by the error print
using python objects that were freed too soon. Now it frees the dictionary
after the print.
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GameLogic" to the start of all scripts used in the game engine, this meant every error line number was off by 1 (quite annoying). better to do this to the dictionary that the scripts run with.
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well as fixing some bugs.
* 2 returning errors without exception set another return None instead of NULL.
* a missing check for parent relation
* BPY matrix length was incorrect in matrix.c, this change could break some scripts, however when a script expects a list of lists for a matrix, the len() function is incorrect and will give an error. This was the only thing stopping apricot game logic running in trunk.
Also added a function for GameObjects - getAxisVect(vec), multiplies the vector be the objects worldspace rotation matrix. Very useful if you want to know what the forward direction is for an object and dont want to use Blender.Mathutils which is tedious and not available in BlenderPlayer yet.
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Also added a note in the tooltip for action priority when using more then 1 action at a time.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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some python changes (it caused problems)
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Cleared the python dictionary at the end of the game engine, should fix some issues,
also reverted the python controller changes, related to this
This should fix the following bugs:
[ #3789 ]
[ #3815 ]
possiblyy fixes:
[ #3834 ]
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interface is much simplified. Drawback is that scripts need to be updated next release. Testfiles:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=demos-2.42.zip
patch by Charlie Carley (snailrose @ elysiun.com)
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2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates
See http://www.elysiun.com/forum/viewtopic.php?t=58057
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lot of casts, added prototypes, missing includes and some true errors
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When Python compile fails (eg syntax errors) skip the execute stage.
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Reenabled the setScript/getScript methods for python controller bricks.
Set the ray source point to MouseFocusSensor.getRaySource works.
Added: Python -> MT_Quaternion
MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python
Correct transform of frustum bound sphere centre point to world coordinates
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char* - makes using these methods much nicer.
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2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them
That was about it.
There are a few things that needs double checking:
* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
added to these files.
Kent
--
mein@cs.umn.edu
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