Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2010-05-17epydoc to sphinx markup for GameLogic moduleCampbell Barton
2010-04-20BGE EPY Docs: PhysicsConstraints and fixes in other modulesDalai Felinto
PhysicsConstraints module documented by Jean-François (Ninja Goliath) based on GameKit 2nd ed. Thanks for the initiative and the great help! General advice for anyone helping with EpyDocs: * use :: instead of : to keep the indentation correct, * use B{} for clarity when needed (e.g. createConstraints) Adding F13 to F19 to complement Matt's recent commit * There are other (not so important) functions in PhysicsConstraints module that are not exposed in the documentation right now. The generated page is temporarily here, if someone want to review it: http://blenderecia.orgfree.com/blender/tmp/PhysicsConstraints-module.html
2010-04-17Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri)Dalai Felinto
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.
2010-02-11BGE API DOC update - scene add/restart/end. patch by GomerDalai Felinto
2010-01-30BGE: patch #20399 Python control over adding/removing scenes.Benoit Bolsee
2010-01-10BGE API_DOC: VideoTexture and PhysicsConstraints templates (need the ↵Dalai Felinto
functions to be filled with their description). PhysicsConstraints is documented in the Game Kit Book: http://download.blender.org/documentation/gamekit1/ VideoTexture is documented in the wiki: http://wiki.blender.org/index.php/Dev:Source/GameEngine/2.49/VideoTexture I don't think I will have time to fill the documentation. But I hope this commit helps someone interested in helping it. Therefore volunteers to document those modules are highly welcome !!! (let's give to BGE the documentation it deserves)! * + added GameLogic.Lave/LoadGlobalDict + some typo fixes
2009-08-30svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22717:22875Campbell Barton
2009-08-25removing GameLogic.EvalExpression(),Campbell Barton
unlikely anyone will miss it, was only accessible in 2.49, invalid expressions would crash, valid ones leak memory.
2009-08-102.5 audio cleanup:Joerg Mueller
* Removed CD Actuator * Removed bSample and bSoundListener * Removed SoundSystem * Removed -noaudio parameter
2009-06-16BGE Py APICampbell Barton
* Removed modules Expression and CValue, neither were ever available. * Added GameLogic.EvalExpression(exp) from the Expression module, evaluates an expression like the expression controller (not sure if this is really that useful since python is far more advanced). * resetting the original blend file path didint work (own fault == -> =) * Py3.x PyModule_Create didnt allow importing since it didn't add to sys.modules, Looks like they want us to use init-tab array, but this doesn't suit us since it needs to be setup before python is initialized. * Documented GameLogic.globalDict
2009-05-21BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.Benoit Bolsee
Four new buttons in World settings to control frame rate: fps: Nominal frame rate in frame per second. Also sets the physics timestep = 1/fps phys: Maximum number of physics timestep per game frame in case the actual fps is less than nominal. This allows the physics to keep up with real time even if the graphics slows down the game. sub: Fixed number of simulation substeps per physic timestep. Improves the precision of the physics simulation. Useful for fast moving objects for example. log: Maximum number of logic steps per game frame in case the actual fps is less than nominal. This allows the logic system to follow the physics simulation. Upper bound = phys (setting the value higher than phys has no effect). On games with heavy logic system, it is useful to set this value to 1, to keep logic time under control. All these values were already accessible from Python except phys: GameLogic.getMaxPhysicsFrame(): Gets the maximum number of physics frame per render frame. GameLogic.setMaxPhysicsFrame(phys): Sets the maximum number of physics timestep that are executed per render frame. Higher value allows physics to keep up with realtime even if graphics slows down the game. Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate) maxphysics/ticrate is the maximum delay of the renderer that physics can compensate. phys: integer
2009-05-20- Added an intro page for the BGE docs rather then using GameLogicCampbell Barton
- Added notes on BGE stability and modules - updated some examples to new api syntax - include BGL Mathutils and Geometry modules in docs
2009-05-15Name attributes added since 2.48a more consistently.Campbell Barton
BL_ActionActuator::blendin -> blendIn BL_ActionActuator::end -> frameEnd BL_ActionActuator::property -> propName BL_ActionActuator::start -> frameStart BL_ActionActuator::type -> mode BL_ShapeActionActuator::blendin -> blendIn BL_ShapeActionActuator::end -> frameEnd BL_ShapeActionActuator::frameProperty -> framePropName BL_ShapeActionActuator::property -> propName BL_ShapeActionActuator::start -> frameStart BL_ShapeActionActuator::type -> mode KX_CameraActuator::xy -> useXY KX_ConstraintActuator::property -> propName KX_GameActuator::file -> fileName KX_GameObject::localScaling -> localScaling KX_GameObject::worldScaling -> worldScaling KX_IpoActuator::endFrame -> frameEnd KX_IpoActuator::startFrame -> frameStart KX_IpoActuator::type -> mode KX_RaySensor::property -> propName KX_SCA_DynamicActuator::operation -> mode KX_Scene::objects_inactive -> objectsInactive KX_SoundActuator::filename -> fileName KX_SoundActuator::type -> mode KX_TouchSensor::objectHit -> hitObject KX_TouchSensor::objectHitList -> hitObjectList KX_TouchSensor::property -> propName KX_TouchSensor::pulseCollisions -> usePulseCollision KX_VisibilityActuator::occlusion -> useOcclusion KX_VisibilityActuator::recursion -> useRecursion SCA_2DFilterActuator::passNb -> passNumber SCA_PropertyActuator::property -> propName SCA_PropertyActuator::type -> mode SCA_PropertySensor::property -> propName SCA_PropertySensor::type -> mode SCA_RandomActuator::property -> propName
2009-05-15BGE PyAPICampbell Barton
[#18701] Issues with camera.pointInsideFrustum method - note in docs that the projection matrix is not correct for first logic tick. Renamed... KX_Camera.isViewport -> KX_Camera.useViewport KX_Lamp.quat_attenuation -> KX_Lamp.quad_attenuation Deprecated KX_Camera.getProjectionMatrix(), KX_Camera.setProjectionMatrix() for projection_matrix attr Added most missing docs reported by the doc-checker script
2009-05-13Moved game engine types into GameTypes.py because every type put into a ↵Campbell Barton
module giving lots of references to KX_GameObject.KX_GameObject and having to write in links like L{CListValue<CListValue.CListValue>}. Looked into ways around this but epydoc has no way to import a class without its module and the @include field is maked as 'TODO'. Also removed the outdated 'WhatsNew' section and linked to the 2.49 release notes.
2009-05-06moved py controller functions from SCA_PythonController to SCA_IController - ↵Campbell Barton
the base controller class so python can get the sensors & actuators from any controller (not just SCA_PythonController types) also deprecated getActuators() and getSensors() for 'sensors' and 'actuators' attributes. an example of getting every sensor connected to an object. all_sensors = [s for c in ob.controllers for s in c.sensors]
2009-05-02BGE Py API patch from Mitchell Stokes, adds extra attributes and docsCampbell Barton
2009-05-01BGE: New function GameLogic.setMaxLogicFrame() to allow better control over ↵Benoit Bolsee
the time spent on logic. This function sets the maximum number of logic frame executed per render frame. Valid values: 1..5 This function is useful to control the amount of processing consumed by logic. By default, up to 5 logic frames can be executed per render frame. This is fine as long as the time spent on logic is negligible compared to the render time. If it's not the case, the default value will drag the performance of the game down by executing unnecessary logic frames that take up most of the CPU time. You can avoid that by lowering the value with this function. The drawback is less precision in the logic system to physics and I/O activity. Note that it does not affect the physics system: physics will still run at full frame rate (actually up to 5 times the ticrate). You can further control the render frame rate with GameLogic.setLogicTicRate().
2009-04-25BGE API - small changesCampbell Barton
- print CListValue errors only once. - bge_api_validate_py.txt now validates modules as well as types. - added missing functions and consts for epydoc modules. some of these in GameLogic.py still need sorting.
2009-04-09BGE Py APICampbell Barton
- added keyboard senser attribute "events" to replace getEventList() - fix 2 memory leaks in the python api (was making a list but not returning it) - setting readonly attributes didnt give a good error message.
2009-04-08BGE patch #18350: Add sendMessage() to GameLogic. Added sendMessage to both ↵Benoit Bolsee
GameLogic and KX_GameObject.
2009-04-06BGE Epydocs were missing some functionsCampbell Barton
renamed KX_Light -> KX_LightObject added some missing controllers
2009-04-01BGE API cleanup: DynamicActuator, ReplaceMeshActuator, TrackToActuator.Benoit Bolsee
2009-03-31BGE API cleanup, patch from Moguri: RaySensor, NetworkMessageActuator, ↵Benoit Bolsee
NetworkMessageSensor.
2009-03-01BGE API cleanup: apply patch from Moguri: Near, Radar, Touch sensor updated.Benoit Bolsee
2009-02-24BGE Py APICampbell Barton
* Made GameLogic.addActiveActuator(actu, bool) to raise an error if the actuator is not in the list. Before it would allow any value as the actuator and fail silently (makes debugging scripts more difficult). * Allow the actuator to be a string which is convenient if you dont want to change the settings of the actuator. * Added activate/deactivate functions to the controller, this is more logical since the GameLogic.addActiveActuator() function is running through the controller anyway. GameLogic.addActiveActuator(controller.getActuator("SomeAct"), True) ...can be replaced with... controller.activate("SomeAct")
2008-10-18Added joystick epydocs, only changed incorrect docstrings in ↵Campbell Barton
SCA_JoystickSensor.cpp patch [#17857] HotKeys Update by dfelinto - SmoothStroke and Anchored. Made own edits, removed videoscape and added curve and armature specials.
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-08-22BGE Python API - GameLogic.getBlendFileList(path='//') to return a list of ↵Campbell Barton
blend's in the current directory. Needed for creating a level selector that lists all files in the level directory. CMakeFile include path to compile with recent changes.
2008-08-17BGE patch: New Delay sensor (derived from patch #17472) Benoit Bolsee
Introduction of a new Delay sensor that can be used to generate positive and negative triggers at precise time, expressed in number of frames. The delay parameter defines the length of the initial OFF period. A positive trigger is generated at the end of this period. The duration parameter defines the length of the ON period following the OFF period. A negative trigger is generated at the end of the ON period. If duration is 0, the sensor stays ON and there is no negative trigger. The sensor runs the OFF-ON cycle once unless the repeat option is set: the OFF-ON cycle repeats indefinately (or the OFF cycle if duration is 0). The new generic SCA_ISensor::reset() Python function can be used at any time to restart the sensor: the current cycle is interrupted and no trigger is generated.
2008-05-11fix BGE bug #8668: Behavior of os.getcwd() is not consistent between ↵Benoit Bolsee
operating systems Add a function GameLogic.expandPath() that works like Blender.sys.expandpath() and is also available in the BlenderPlayer. Fix the game actuator in the BlenderPlayer to work like in Blender: - try first to load the .blend from the current working directory - if not found, try to load from the startup .blend or runtime base directory
2004-12-29PyDoc updatesKester Maddock
2004-10-16Switch fixed time system. Logic updates should now happen at 30Hz, physics ↵Kester Maddock
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).
2004-09-01fix typo in GameLogic documentationStefan Gartner
2004-07-17Port Python updates from Tuhopuu2:Kester Maddock
getType/setType to action/sound actuator (sgefant) Use a more generic python -> math conversion.
2004-06-26Minor Fixes:Kester Maddock
Better use of booleans for python #include fixes for Windows Python Doc fixes Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
2004-06-07Python updates:Kester Maddock
Added scene module
2004-06-02Updates to GamePython Reference.Kester Maddock
Added Actuator documentation.
2004-05-31Use epydoc for generating game python reference (like the bpython guys)Kester Maddock
2004-05-30Added Python module for Lights.Kester Maddock
Added attributes to the vertex class.
2004-05-24Game Python Reference Manual.Kester Maddock
This manual lists all the Python classes and modules for Game Objects, Sensor bricks, Controllers etc. Missing: Actuator & Controller reference.