Age | Commit message (Collapse) | Author |
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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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- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
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(char *) casts that aren't needed now we're on Python3.3
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from Lawrence D'Oliveiro (ldo)
- more comments
- more uses of bool type
- define symbol for length of in_use array in check_for_dupid
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to include a few more that gcc is using too.
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Lane (solarlune).
On a scene change the SCA_JoystickManager gets destroyed which in turn means all of it's joystick instances are released. Since SCA_PythonJoystick was just using a borrowed reference, this allowed the joystick to be freed. Now the joystick's refcount is incremented so that the SCA_PythonJoystick's joystick reference will survive across scene changes.
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full tilt" reported by Auuman Anubis (auuman_anubis).
The problem was that SCA_Joystick::pAxisTest() was using shorts, and tried to store abs(MIN_SHRT) in a short. However, on most systems MIN_SHRT == -32768 and MAX_SHRT == 32767. This means that abs(MIN_SHRT) > MAX_SHRT, and thus the short would overflow.
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Actuator. The actuator was still referencing the old scene.
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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.
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Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
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- PyLong_FromSsize_t --> PyLong_FromLong
- PyLong_AsSsize_t --> PyLong_AsLong
In all places except for those where python api expects PySsize_t (index lookups mainly).
- use PyBool_FromLong in a few areas of the BGE.
- fix incorrect assumption in the BGE that PySequence_Check() means PySequence_Fast_ functions can be used.
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object-color for materials.
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float - for floating point properties.
- IntValue's GetNumber() was convert int -> float -> double.
- BL_Shader was using STR_String rather then char*, where most callers had a char*, use a char* to avoid STR_String conversion-and-alloc on shader access.
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