Age | Commit message (Collapse) | Author |
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The BGE was getting the namespace dict directly from __main__ which conflicts
with my recent fix to get the pickle module working which to overwrote the __main__ module on script execution.
Simple fix is to have the BGE and Blender use the same method of getting namespaces.
Renamed CreateGlobalDictionary() to bpy_namespace_dict_new() and moved into bpy_internal_import.c
pickle still wont work in the BGE since we make a copy of __main__ namespace but for speed would rather not have to replace the __main__ module many times per second.
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function for ID drobdowns (currently unused)
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SCA_PythonController.cpp(303) : error C2133: 'mod_path' : unknown size
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BGE Py Controllers were effectively doing this...
"a.b.c" --> "__import__('a').b.c()"
This was annoying because it meant module 'a' would need to import 'b' explicitly.
Now use import like this.
"a.b.c" --> "__import__("a.b").c()"
Note that this has the slight disadvantage that these need to be modules, where as before they could be collections of functions in a class instance for eg. So its possible this breaks existing files but dont think anyone used this since its a fairly obscure use case.
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- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
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removed NG_LoopBackNetworkDeviceInterface::GetNetworkVersion(), wasnt used anywhere.
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Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).
(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)
I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
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124-126 but isnt used by any build systems now.
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- pep8 corrections
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The patch exposes mouse and keyboard read-only properties in the GameLogic module
Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]).
"""
This patch adds two new types to the BGE:
SCA_PythonKeyboard
SCA_PythonMouse
These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor.
SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events.
SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible.
"""
Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition).
Code Sample:
######
from bge import logic, events
mouse = logic.mouse
keyboard = logic.keyboard
for key,status in keyboard.events:
if status == logic.KX_INPUT_JUST_ACTIVATED:
if key == events.WKEY:
print(mouse.position)
# move_forward()
mouse.visible = True # turn cursor visible
mouse.position = 0.5,0.5 # centralize mouse - use tuple
######
* Important Note: mouse.position still will not work properly for Letterbox mode.
In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though.
Thanks Mitchell for the work on that.
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(interval wasn't working)
of course it wasn't only a matter of adding the properties in the api :)
The code of validValueForIntervalProperty and modeChange are the same BUT in the future they shouldn't be, for I think it's fine to keep them as separated functions.
Bonus fix: Also we are now checking if the new mode is interval and update the range expression.
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KX_Scene. It is rather anecdotic since KX_Scene is the only implementation of SCA_IScene but it's better to keep GameLogic and Ketsji separated.
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breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.
(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.
For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.
* * * * *
Imagine that we have:
(a) Main Scene
(b) Overlay Scene
in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].
So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
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patch from Mitchell Stokes (moguri)
simple use case
scene.post_draw = [pyOpenGLFunc]
this only needs to be set once, then the funcion runs each redraw.
note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data.
made some changes to this patch.
- assigning a list didnt decrement the existing list.
- initialize as NULL rather then a blank list
- dont use string comparisons for the callbacks, pass the python list to use instead.
- dont check the list items are callable. python will display an error if they are not.
- use python list macros that dont do any type checking sine blender does this when assigning the list
---- from tracker, edited since an updated patch changes some things.
Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch
works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw
and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE).
Each can take a list of functions. Here is an example that draws a blue semi-transparent
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(also removing AC and ME :: internal changes only)
How it works now:
whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts)
How it was before:
It was a mess :)
We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators).
Justification for the change:
Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that.
Remaining issues:
1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming)
2) I didn't see the code of dynamic mesh. It may need to be edited as well.
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https://projects.blender.org/tracker/?func=detail&aid=19492&group_id=9&atid=127
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armature
also fix for warning with printf
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-r23566:23567
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function get the namespace from the converter.
- renamed SetPythonDictionary() to SetPyNamespace()
- remove IsLight(), GetGameObjectType() existed before this but wasnt used for lights.
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and scons)
when python is disabled videotextures are not built.
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* Threading buxfix letting MSVC Debug builds crash because of corrupted std::lists
* Adopted two property ranges
* Changed the mixdown volume to set the device volume instead of the volume of every sound.
I also removed the private redefinition of m_logicmgr in SCA_BasicEventManager, which was already defined protected in the parent class SCA_EventManager and thus caused a bug letting GE crash here because of an uninitialized pointer.
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if this pointer is in the base class - SCA_EventManager
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Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
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Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
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* bring back 'player' libtype, after investigation with ideasman.
scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
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* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
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* first working changes to get blenderplayer linking
* blenderplayer/ moved into source/ (CMakeLists.txt changed for that too)
* added externs for bprogname to gp_ghost, so that it links properly
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* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
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Descriptions for TFM, TEXT, CONSOLE and ED operators.
- Made some minor edits.
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to do changes in this area)
- Change compiler warnings for linux/scons/C++
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MEM_mallocN for better tracking memory usage.
* off by default.
* new/delete are at the bottom of each class
* python BGE objects have the new/delete in the Py_Header macro.
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- changed the SDL and Freetype vars to match CMake's names
- removed unneeded freetype, SDL and ftgl includes
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python api options.
When the mesh field is left blank and Physics option is enabled, it reinstances the physics mesh from the existing mesh.
like calling gameOb.reinstancePhysicsMesh() from python.
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bpy_interface.c - change order of checking scripts to avoid calling stat on .py files.
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