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2013-01-13bge track-to actuator: reverse the order of the cross product rather then ↵Campbell Barton
negating.
2013-01-13BGE: Fix from HG1 for bug [#32831] "TrackTo aktuator +X direction not ↵Mitchell Stokes
working correct" reported by HG1. Looks like a vector needed to be inverted for the +X calculation.
2012-09-16style cleanupCampbell Barton
2012-09-16code cleanup: make local game engine functions staticCampbell Barton
2012-07-19quiet double promotion warnings for the game engine.Campbell Barton
2012-03-28style cleanupCampbell Barton
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-01whitespace bge editsCampbell Barton
2011-05-07Code cleanup: remove source/kernel module, this wasn't really the kernel ofBrecht Van Lommel
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
2011-02-25doxygen: gameengine/Ketsji tagged.Nathan Letwory
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-04-18remove config.h references, was added for automake build system rev around ↵Campbell Barton
124-126 but isnt used by any build systems now.
2010-02-12correct fsf addressCampbell Barton
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-09-25Merge of itasc branch. Project files, scons and cmake should be working. ↵Benoit Bolsee
Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
2009-08-26remove all python api functions deprecated in 2.49Campbell Barton
2009-08-10remove python2.x supportCampbell Barton
2009-06-29BGE PyAPI support for subclassing any BGE game type from python, scripters ↵Campbell Barton
define extra functions on gameObjects. Adding a UI to set the type on startup can be added easily. # ---- class myPlayer(GameTypes.KX_GameObject): def die(self): # ... do stuff ... self.endObject() # make an instance player = myPlayer(gameOb) # gameOb is made invalid now. player.die() # ---- One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
2009-06-29BGE Py API using python3 c/api calls. include bpy_compat.h to support py2.xCampbell Barton
2009-06-28BGE Python APICampbell Barton
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998) * Use python subclasses rather then having fake subclassing through get/set attributes calling parent types. * PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type. * GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop'] * remove each class's get/set/dir functions. * remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python. * remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases. * remove PyTypeObject that was being passed as the last argument to each class (the parent classes too). TODO - * Light and VertexProxy need to be converted to using attributes. * memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-092.50:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
2009-04-202.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r19323:HEAD Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20BGE Python APICampbell Barton
- initialize pythons sys.argv in the blenderplayer - ignore all arguments after a single " - " in the blenderplayer (like in blender), so args can be passed to the game. - add a utility function PyOrientationTo() - to take a Py euler, quat or 3x3 matrix and convert into a C++ MT_Matrix3x3. - add utility function ConvertPythonToMesh to get a RAS_MeshObject from a KX_MeshProxy or a name. - Added error prefix arguments to ConvertPythonToGameObject, ConvertPythonToMesh and PyOrientationTo so the error messages can include what function they came from. - deprecated brick.getOwner() for the "owner" attribute.
2009-04-19BGE Python APICampbell Barton
removed redundant (PyObject *self) argument from python functions that are not exposed to python directly.
2009-04-19BGE Python API cleanup - no functionality changesCampbell Barton
- comments to PyObjectPlus.h - remove unused/commented junk. - renamed PyDestructor to py_base_dealloc for consistency - all the PyTypeObject's were still using the sizeof() their class, can use sizeof(PyObjectPlus_Proxy) now which is smaller too.
2009-04-19BGE Python APICampbell Barton
This changes how the BGE classes and Python work together, which hasnt changed since blender went opensource. The main difference is PyObjectPlus - the base class for most game engine classes, no longer inherit from PyObject, and cannot be cast to a PyObject. This has the advantage that the BGE does not have to keep 2 reference counts valid for C++ and Python. Previously C++ classes would never be freed while python held a reference, however this reference could be problematic eg: a GameObject that isnt in a scene anymore should not be used by python, doing so could even crash blender in some cases. Instead PyObjectPlus has a member "PyObject *m_proxy" which is lazily initialized when python needs it. m_proxy reference counts are managed by python, though it should never be freed while the C++ class exists since it holds a reference to avoid making and freeing it all the time. When the C++ class is free'd it sets the m_proxy reference to NULL, If python accesses this variable it will raise a RuntimeError, (check the isValid attribute to see if its valid without raising an error). - This replaces the m_zombie bool and IsZombie() tests added recently. In python return values that used to be.. return value->AddRef(); Are now return value->GetProxy(); or... return value->NewProxy(true); // true means python owns this C++ value which will be deleted when the PyObject is freed
2009-04-10Added function name to many of the PyArg_ParseTuple calls in gameengineAndre Susano Pinto
This way python raises more useful messages.
2009-04-07Updated bge_api_validate_py.txt to check for undocumented attributesCampbell Barton
All types methods and attributes are now documented (except for some types have no epydoc .py files for at all)
2009-04-07BGE Python APICampbell Barton
Use each types dictionary to store attributes PyAttributeDef's so it uses pythons hash lookup (which it was already doing for methods) rather then doing a string lookup on the array each time. This also means attributes can be found in the type without having to do a dir() on the instance.
2009-04-03Python BGE APICampbell Barton
- Initialize python types with PyType_Ready, which adds methods to the type dictionary. - use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays. - Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod) - Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc. From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet. Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
2009-04-03BGE Python apiCampbell Barton
Added the method into the PyType so python knows about the methods (its supposed to work this way). This means in the future the api can use PyType_Ready() to store the methods in the types dictionary. Python3 removes Py_FindMethod and we should not be using it anyway since its not that efficient.
2009-04-01BGE API cleanup: DynamicActuator, ReplaceMeshActuator, TrackToActuator.Benoit Bolsee
2009-02-26Py BGE APICampbell Barton
Python dir(ob) for game types now includes attributes names, * Use "__dict__" rather then "__methods__" attribute to be Python 3.0 compatible * Added _getattr_dict() for getting the method and attribute names from a PyObject, rather then building it in the macro. * Added place holder *::Attribute array, needed for the _getattr_up macro.
2009-02-25Minor speedups for the BGECampbell Barton
* Where possible use vec.setValue(x,y,z) to assign values to a vector instead of vec= MT_Vector3(x,y,z), for MT_Point and MT_Matrix types too. * Comparing TexVerts was creating 10 MT_Vector types - instead compare as floats. * Added SG_Spatial::SetWorldFromLocalTransform() since the local transform is use for world transform in some cases. * removed some unneeded vars from UpdateChildCoordinates functions * Py API - Mouse, Ray, Radar sensors - use PyObjectFrom(vec) rather then filling the lists in each function. Use METH_NOARGS for get*() functions.
2009-02-21* removed typedefs that were not used (from anonymous enums and structs)Campbell Barton
* Missed some cases of using a 'char *' as an attribute * replace BGE's Py_Return macro with Pythons Py_RETURN_NONE * other minor warnings removed
2009-02-19BGE Python APICampbell Barton
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes. Each attribute and method access from python was allocating and freeing the string. A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
2009-02-19"object" and "objectLastCreated" attribute for actuators, deprecates ↵Campbell Barton
getObject/setObject() & getLastCreatedObject() also removed some warnings
2008-10-02Python 2.4 should build with the game engine now, no thanks to python for ↵Campbell Barton
switching from char to const char
2008-09-20[#17600] char* -> const char*Campbell Barton
Thanks to Sean Bartell (wtachi), was causing many many warnings which distracted from the real problems.
2008-09-06converted my gen_utils.h fix to PyObjectPlus.hKent Mein
Also added a fix for PyMarshal_WriteObjectToString Now I just need to figure out linking of the gameengine on my imac. Kent
2008-09-06Trying to keep things compiling on my imac (10.4.11)Kent Mein
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
2008-08-14Python API get/setObject update for Actuators. (SetParent, AddObject, Camera ↵Campbell Barton
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.
2008-07-30Bugfixes: fix for two memory leaks related to dupligroups,Brecht Van Lommel
and a missing reference count in the trackto actuator. This showed up as leaked pose data, but actually the whole object was not being freed.
2008-07-25BGE bug fix: approve patch #17297: Track To Actuator bug fixBenoit Bolsee
2008-07-19BGE patch: Relink actuators with target within group when duplicating group; ↵Benoit Bolsee
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.
2008-07-01track to would crash (with a C++ assert) if the source and target are in the ↵Campbell Barton
same location, which I have had happen a few times while testing.
2008-05-15Fix BGE bug #7532: TrackTo Actuator does not work correctly if it has a ↵Benoit Bolsee
Vertex Parent. This is only a partial fix: the user must put the parent vertex at the center of the parent object and disable the physics on the tracking object (use empty or collision free object).
2008-04-27BGE bug: crash when an object being tracked-to is deleted (bad practice ↵Benoit Bolsee
anyway). Fix by creating a generic cross reference between actuators (only TrackTo uses it at the moment) and objects so that the actuator is informed when the target object is deleted
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!