Age | Commit message (Collapse) | Author |
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Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
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Also added a fix for PyMarshal_WriteObjectToString
Now I just need to figure out linking of the gameengine on my imac.
Kent
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I'm getting this error now:
GPG_Application.cpp: In member function 'void GPG_Application::stopEngine()':
/System/Library/Frameworks/Python.framework/Versions/2.3/include/python2.3/marshal.h:12: error: too many arguments to function 'PyObject* PyMarshal_WriteObjectToString(PyObject*)'
GPG_Application.cpp:720: error: at this point in file
Are we offically not supporint older versions of python now? :)
Kent
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actuator.
Needed so objects created in an explosion could start spinning without having motion actuators and collision sensors on each item.
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which would crash whenever python tried to get its location.
since the object was removed from the scene anyway, there is no reason to return it.
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and TrackTo)
* bugfix for BGE python api - SetParent actuator getObject would segfault if the object was not set.
* Added utility function ConvertPythonToGameObject() that can take a GameObject, string or None and set the game object from this since it was being done in a number of places.
* allow setObject(None), since no object is valid for actuators, Python should be able to set this.
* added optional argument for getObject() so it returns the KX_GameObject rather then its name, would prefer this be default but it could break existing games.
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generalize protection against object deletion for all actuators that point to objects.
Certain actuators hold a pointer to an objects: Property,
SceneCamera, AddObject, Camera, Parent, TractTo. When a
group is duplicated, the actuators that point to objects
within the group will be relinked to point to the
replicated objects and not to the original objects.
This helps to setup self-contained group with a camera
following a character for example.
This feature also works when adding a single object
(and all its children) with the AddObject actuator.
The second part of the patch extends the protection
against object deletion to all the actuators of the above
list (previously, only the TrackTo, AddObject and
Property actuators were protected). In case the target
object of these actuators is deleted, the BGE won't
crash.
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AddObject actuator is being deleted to avoid crash (bad game design anyway)
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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broken, just load file into memory and load blend from memory.
-near sensor support
- python binding for PhysicsConstraints.setNumTimeSubSteps (dividing the physics timestep to tradeoff quality for performance)
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AddObjectActuator has new python method to immediately create objects (this allows to create multiple objects in 1 frame in different positions)
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lot of casts, added prototypes, missing includes and some true errors
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at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator.
Fixed a stupid bug preventing some actuators working (like TrackTo).
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Certain actuators (Add Object/Replace Mesh/Scene/Track To) used to always require a target, or they would not influence the scene. If the actuator target is always set from Python, this could be annoying.
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getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.
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char* - makes using these methods much nicer.
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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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