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Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
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Thanks to Kévin Dietrich for spotting driver leak,
checked other uses of PyDict_SetItem and found more.
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Many keyboard layouts (italian, spanish, german...) have direct access to '+' key on main
keyboard area (not the numpad one), ans x11 has own define for this key, so use it instead
of generating an unkown key event.
Note that we most likely have much more missing 'specific' keycodes for non-US keyboard layout,
but think since we already had a 'minus' keyevent, supporting 'plus' one is totally consistent.
And we had a spare space in our defined values just for it even!
This keyevent is only supported/generated by x11 and cocoa Ghost backends for now,
neither SDL nor win32 seem to have matching key events...
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Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager,
this request to always update it before run any python script and allow call function like
ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global
m_sCurrentLogicManager is not updated with the proper scene logic manager.
Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add
a similar line. The following patch propose a different way:
- Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is
set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and
scene merging.
- Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name
coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the
KX_Scene::FindCamera function.
Reviewers: moguri
Differential Revision: https://developer.blender.org/D1913
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Mainly it's related on a bad practice in SDL to force-define __SSE__
and __SSE2__ flags which generates quite some warnings and causes too
much noise.
There are some other warnings fixed. Should be no functional changes.
NeXyon, please check the changes in audaspace :)
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While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
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I made this patch to declared a python list without converting all elements in python object (too slow) or use a CListValue which required CValue items (too expensive in memory). In the case of a big list of points like a collision contacts points list, to use a CListValue we must implement a new class based on CValue for 3D vector to create a python proxy even if mathutils do it perfectly, we must also convert all points (frequently ~100 points) when fill the CListValue even if the list is not used (in the case of the collision callback). The easy way is to use callback (it doesn't worth to do an inheritance) which convert the item in PyObject only during an acces.
5 callbacks are used :
- Check if the list is valid = allow acces (like PyObjectPlus.invalid)
- Get the list size
- Get an item in the list by index.
- Get an item name in the list by index (used for operator `list["name"]`)
- Set an item in the list at the index position.
All of these callback take as first argument the client instance.
Why do we use a void * for the client instance ? : In KX_PythonInitTypes.cpp we have to initialize each python inherited class, if we use a template (the only other way) we must add this class each time we use a new type with in KX_PythonInitTypes.cpp
To check if the list can be accessed from python by the user, we check if the python proxy, which is the `m_base` member, is still a valid proxy like in PyObjectPlus. But we can use a callback for more control of user access (e.g a list of collision point invalidate a frame later, in this case no real python owner).
This python list is easily defined with :
```
CPythonCallBackList(
void *client, // The client instance
PyObject *base, // The python instance which owned this list, used to know if the list is valid (like in KX_PythonSeq)
bool (*checkValid)(void *), // A callback to check if this list is till valid (optional)
int (*getSize)(void *), // A callback to get size
PyObject *(*getItem)(void *, int), // A callback to get an item
const char *(*getItemName)(void *, int), // A callback to get an item name (optional) use for acces by string key
bool (*setItem)(void *, int, PyObject *) // A callback to set an item (optional)
)
```
To show its usecase i replaced the odd KX_PythonSeq, it modify KX_Gameobject.sensors/controllers/actuators, SCA_IController.sensors/actuators and BL_ArmatureObject.constraints/channels.
Example : {F245193}, See message in console, press R to erase the object and see invalid proxy error message.
Reviewers: brita_, #game_python, youle, campbellbarton, moguri, agoose77, sergey
Reviewed By: campbellbarton, moguri, agoose77, sergey
Subscribers: sergey
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1363
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The function SCA_IActuator::DecLink is now under virtual : in some case the actuator have to know when is useless.
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non-active controller
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The expression module now uses an EXP prefix and it follows a
distribution similar to blender.
Additionally the hash function in EXP_HashedPtr.h was simplified and the
files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused.
Reviewers: campbellbarton, moguri, sybren, hg1
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1221
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"Frequency" parameter is renamed to "Skip" in the LogicBricks sensors as it represents skipped frames between pulses.
Naming something (frequency) the exact opposite of what it represents (period) was the worst choice.
Also, a new BGE python attribute 'skippedTicks' was introduced. 'frequency' attribute is maintained but deprecated.
Internally, freq variable is used yet at DNA_Sensor to maintain compability and to avoid do_versions.
Thanks to Sybren for the investigation.
{F162440}
Reviewers: campbellbarton, sybren, moguri, hg1
Reviewed By: sybren, hg1
Differential Revision: https://developer.blender.org/D1229
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Windows
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overlay scene
GetGameObjectType is overwritten in KX_FontObject to differentiate a
font object into AddNodeReplicaObject function. Now, in this function,
we add fonts in the appropriate list.
Reviewers: campbellbarton, moguri, dfelinto, lordloki
Reviewed By: lordloki
Subscribers: lordloki
Projects: #game_logic, #game_engine
Differential Revision: https://developer.blender.org/D1130
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related
Only to create and destroy joystick devices for connected joysticks
Reviewers: campbellbarton, sybren, moguri
Reviewed By: sybren
Maniphest Tasks: T43883, T43876
Differential Revision: https://developer.blender.org/D1161
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D985 by @pgi
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Caused by move to SDL2, fix thanks to jensverwiebe.
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Previously they'll be printed to the console as a totally unknown events
together claim this shouldn't have happened which is just misleading.
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This is mainly to address old issue when one need to have SDL library installed
in order to use our official builds. Some hip distros already installs SDL,
but it's not quite the same across all the variety of the distros.
We also now switching to SDL-2.0, most of the distros have it in repositories
already, so it shouldn't be huge deal to install it if needed.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D878
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This patch adds to the existing property actuator a level mode, which is switching the property depending on the input level.
Reviewers: moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D652
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This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization.
It also adds a new debug actuator, which allows to control the same functions.
This patch is a updated version of T33701.
Thread on Blenderartists:
http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018
Reviewers: moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D635
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crash
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Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes.
This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE.
The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls.
{F94520}
{F91859}
Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920}
Reviewers: moguri
Reviewed By: moguri
CC: gomer, lordodin
Differential Revision: https://developer.blender.org/D559
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This patch adds "Less Than" and "Greater Than" evaluation types to the property sensor.
The Wiki Docs modifications http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Property
Also, I have attached a screenshot and a blend to check.
Reviewers: dfelinto, moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D476
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The property sensor was using CValue::FindIdentifier(), which does an AddRef(). However,
the property sensor was not calling Release() when it was done with the value. This could
cause more leaks when used in conjunction with the copy property actuator since it would
really throw off ref counts.
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seems that somehow not having this is causing keyboard events to be caught by
SDL. This was removed because it broke addons that could use SDL, now set the
environment variable only temporary during SDL initialization.
This may have been causing issues with keyboard events getting missed in the
game engine, but I couldn't confirm the issue here.
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yet, but at least it builds.
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the wrong mode to an AttributeError instead of a TypeError as this more accurately reflects the problem.
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system include.
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This patch allows debug properties from objects added to the scene at runtime to be displayed under the Debug Properties in the overhead display.
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Mike Pan (mpan3).
The OSKEY was never added to the game engine, so it didn't recognize it.
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