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2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2010-10-13== python api doc ==Luca Bonavita
First commit to make some structure in doc/ directory. - moved source/blender/python/doc -> doc/python_api - moved source/gameengine/PyDoc/*.rst -> doc/python_api/rst - modified accordingly sphinx_doc_gen.py and sphinx_doc_gen.sh (later on I'll try alternative/ scripts by neXyon as promised :) - source/gameengine/PyDoc/ is still there because contains epydoc stuff for the bge, will ask more and look into it later
2010-10-09patch [#23781] Dynamically Load ActionsCampbell Barton
from Mitchell Stokes (moguri)
2010-10-06Campbell requested that I remove one of the bge.events.RETKEY aliases, so ↵Mitchell Stokes
I'm removing bge.events.RETURNKEY.
2010-10-05Updating the bge.types docs to note which KX_GameObject attributes return ↵Mitchell Stokes
mathutils objects. Also adding localLinearVelocity, worldLinearVelocity, localAngularVelocity, and worldAngularVelocity to the KX_GameObject docs.
2010-10-05A bit of bge.events work:Mitchell Stokes
* A few places in the bge.events docs mentioned bge.keys, when it should have been bge.events * Created two aliases to bge.events.RETKEY: ENTERKEY and RETURNKEY * ENTERKEY and RETURNKEY have been added to the docs and RETKEY marked as deprecated * Added an example of using bge.logic.keyboard to the bge.events docs
2010-10-03Making the docs for bge.types.KX_SCA_AddObjectActuator.instantAddObject() ↵Mitchell Stokes
more clear. Thanks to delaney for pointing this out.
2010-09-03SVN maintenance.Guillermo S. Romero
2010-08-30Committing patch [#23489] add method getEventStatus() to PythonKeyboard and ↵Mitchell Stokes
PythonMouse by Geoff Gollmer (gomer) This patch makes SCA_PythonKeyboard.events and SCA_PythonMouse.events return a dictionary of all inputs (including inactive) instead of a list of active inputs. Example usage: import bge if bge.logic.keyboard.events[bge.events.SPACEBAR] = bge.logic.KX_INPUT_JUST_ACTIVATED: print("Spacebar pressed!") A couple of changes to the patch: * Wrap python stuff in #ifndef DISABLE_PYTHON * Clear and decref m_event_dict in the destructors A couple of things not related to the patch: * Made member variables private * Removed a commented out (and no longer used) method (SCA_PythonMouse.show())
2010-08-28Committing patch [#23278] (by me)Mitchell Stokes
This patch allows a user to pass binary data to LibLoad() to load a blend file from memory instead of a file path. I don't know how useful this will be for others, but I've used it so far for: * Decrypting .blend files and loading them without having to store the .blend on the hard drive * Pulling .blend data out of an archive and loading it (again skipping the hard drive) So, it seems the biggest use for this is skipping a bit of file IO (and possibly some security problems). Example usage: import bge with f as open('myfile.blend', 'rb'): data = f.read() bge.logic.LibLoad('Name', 'Scene', data)
2010-08-02SConsCampbell Barton
- remove scons option WITH_BF_FHS, its not needed anymore. - comment WITH_BF_DOCS, was using epydocs which we dont use now. - blenderlite target was broken, always using openmp. - building without python wasnt working. - fixed some warnings.
2010-07-30Fixing a typo in the BGE Python API:Mitchell Stokes
BL_ArmatureChannel.rotaion_euler -> BL_ArmatureChannel.rotation_euler Making the docs match the code: BL_ArmatureChannel.rotation -> BL_ArmatureChannel.rotation_quaternion BL_ArmatureChannel.euler_rotation -> BL_ArmatureChannel.rotation_euler
2010-07-20- correct some spelling errors.Campbell Barton
- remove FreeCamera struct (wasnt used) - remove world color alpha values (not used anywhre).
2010-07-16BGE doc updates:Mitchell Stokes
Fixed some typos and added docs for the following functions: startGame() endGame() restartGame() LibLoad() LibNew() LibFree()
2010-07-15patch from Goran Milovanovic for the BGE python api.Campbell Barton
camera.ortho_scale (use when in ortho mode only) (own previous commit incorrectly removed thumb metadata from new imbuf)
2010-06-12== python api docs ==Luca Bonavita
* source/gameengine/PyDoc/bge.types.rst: KX_PolygonMaterial was missing the parent class indication (PyObjectPlus) * source/blender/python/doc/sphinx_doc_gen.py: * unified all the "undocumented" descriptions, like http://www.blender.org/documentation/250PythonDoc/bpy.ops.anim.html#bpy.ops.anim.keyframe_delete_button so that it will be easy for Alex to CCS 'em and also now people will have a link to contribute descriptions, see http://wiki.blender.org/index.php/Dev:2.5/Py/API/Documentation/Contribute * moved the note about bpy_struct not being available in the api in a proper note directive, so that it's more evident (I didn't see it at first)
2010-06-08== python api docs ==Luca Bonavita
bge.types --------- - removed lists if they were already available in bge.logic and crosslinked where the list contained description, moved the descriptions in bge.logic so we have useful thing in one place only - fixed a lot of bad formatting, like bad indentation and usage of TAB - changed from literal to codeblocks that smerch for the useful suggestion :) - whered appropriate I've moved code examples to the end, after notes and all it is blocking to have a big black block before actually see a method parameters or return type - have doubt about the list at bge.types.html#bge.types.SCA_MouseSensor.mode possibly tomorrow will ask Dalai bge.logic --------- - added sensor status list - cross linked with bge.types where needed - added a section "ShapeAction Actuator" because in bge.types these constants are docuemented, but in 2.5 I don't see the ShapeAction Actuator (anymore, or for now) I'll ask Dalai tomorrow or when possible (check bge.logic.html#shape-action-actuator once cambo rebuilds the docs) - moved descriptions from bge.types lists to logic page where appropriate - where possible, added custom directive :value: so we have a consistent way to show the value of constants
2010-06-03== python api docs ==Luca Bonavita
some more cleanup: - made structure in source/gameengine/PyDoc/bge.events.rst to be able to crosslink properly - cleaned notes and warnings syntax, and also now they are always the last elements after all the other tags - substituted some lists of possible values of a parameter with links to lists of values (not finished) like in bge.types.html#bge.types.SCA_PythonKeyboard - uncertain about some values, like in http://www.blender.org/documentation/250PythonDoc/bge.types.html#bge.types.SCA_ISensor.status (list of KX_SENSOR_INACTIVE,... etc aren't documented or non-existant, will investigate)
2010-06-03== python api docs ==Luca Bonavita
- now that I've made syntax changes in the previous commit I moved blocks to to have sensors/actuators grouped together - added sections to have a nice table of contents - formatted 2 lists and links to classes
2010-06-03== python api docs ==Luca Bonavita
* source/blender/python/doc/sphinx_doc_gen.py changed syntax for declating attributes type to use :type: instead of *type* os it * source/gameengine/Ketsji/KX_PythonInit.cpp While documenting I've found that we have two naming conventions for constraints in BGE python api, example: KX_CONSTRAINTACT_DIRPZ and KX_ACT_CONSTRAINT_FHPX: the right convention is KX_CONSTRAINTACT_xxx After talking with dalai and cambpell we agreed that this kind of change is better suited for NExyon GSoC so I marked as TODO Also, found 2 duplicate rows, fixed after askin nexyon * source/gameengine/PyDoc/bge.logic.rst there were 2 blocks for constraints, I've put them together in docs and fixed some other lines * source/gameengine/PyDoc/bge.types.rst first cleanup: mainly started using ":type:", it was mixed usage of *type* and **type** started cleaning some bullet list in a way that varibles link to the constant in appropriate page I'll continue later
2010-05-30== bge api docs ==Luca Bonavita
- fixed small typo in bge.events.rst - also testing committing to bf-blender, my first commit :)
2010-05-28= Game Engine PyDocs =Alex Sytnik
Document's headers trailing dots removed, to make them consistent with other docs.
2010-05-18include game engine docs in sphinx doc generation:Campbell Barton
bge.events, logic, render & types (others still need work) Updated http://www.blender.org/documentation/250PythonDoc
2010-05-17epydoc to sphinx markup for GameLogic moduleCampbell Barton
2010-05-17convert GameKeys epydoc into sphinx markupCampbell Barton
2010-05-17convert Rasterizer module to sphinxCampbell Barton
2010-05-17convert GameTypes from epydoc into sphinx compatible markup, also removed ↵Campbell Barton
deprecated functions
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.
2010-04-11PyAPICampbell Barton
- added new mathutils.Color() type, use with rna so we can do for eg: material.diffuse_color.r = 1.0 # also has hsv access material.diffuse_color.s = 0.6 - made Mathutils and Geometry module names lowercase.
2010-03-30BGE API DOC: a guide on how to build epydoc for windowsDalai Felinto
We have already a .sh file to build epydocs from Linux, so why not to have it in Windows as well ;) I think that this guide can help people interested in help with the API documentation to test their work. I'm actually already in touch with at least one volunteer helping with PhysicsConstraints module. VideoTexture may not be a one man job though, for I hope this document can also help.
2010-03-30BGE PyDoc: fix for KX_Object not linked to the class in some actuators API pageDalai Felinto
2010-03-29BGE patch [#21019]: Python function for Scene suspend/resume.Benoit Bolsee
2010-03-29VideoTexture: more PyDoc.Benoit Bolsee
2010-03-26BGE: fix for [#21180] - missing min and max values in the API + mode fix ↵Dalai Felinto
(interval wasn't working) of course it wasn't only a matter of adding the properties in the api :) The code of validValueForIntervalProperty and modeChange are the same BUT in the future they shouldn't be, for I think it's fine to keep them as separated functions. Bonus fix: Also we are now checking if the new mode is interval and update the range expression.
2010-02-11BGE API DOC update - scene add/restart/end. patch by GomerDalai Felinto
2010-02-07BGE: add audio/video synchronization capability to VideoTextureBenoit Bolsee
Add optional parameter to VideoTexture.Texture refresh() method to specify timestamp (in seconds from start of movie) of the frame to be loaded. This value is passed down to image source and for VideoFFmpeg source, it is used instead of current time to load the frame from the video file. When combined with an audio actuator, it can be used to synchronize the sound and the image: specify the same video file in the sound actuator and use the KX_SoundActuator time attribute as timestamp to refresh: the frame corresponding to the sound will be loaded: GameLogic.video.refresh(True, soundAct.time)
2010-01-31rename game object obcolor to colorCampbell Barton
2010-01-30BGE: patch [#20293] Added python sensor attribute: Status.Benoit Bolsee
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
2010-01-07PyDoc updated for Rasterizer setEyeSeparation and setFocalLength + ↵Dalai Felinto
blenderplayer building again. stubs.c update patch by Mitchel Stokes - Moguri
2009-12-08BGE: add hitUV property to mouse focus sensor to return UV coordinates under ↵Benoit Bolsee
mouse pointer. Useful for texture painting. More details in PyDoc.
2009-12-04BGE: Add option to return UV coordinates aofthe hit point to ↵Benoit Bolsee
KX_GameObject::rayCast(). Details in PyDoc.
2009-11-23epydocs for bge pre/post render callbacksCampbell Barton
2009-11-22BGE: Removing OB prefix from object names - This will break scripts !!!! ↵Dalai Felinto
(also removing AC and ME :: internal changes only) How it works now: whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts) How it was before: It was a mess :) We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators). Justification for the change: Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that. Remaining issues: 1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming) 2) I didn't see the code of dynamic mesh. It may need to be edited as well.
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.
2009-09-21Better unix filesystem integration as documented hereCampbell Barton
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Unix_FHS for scons WITH_BF_FHS enabled an alternative layout eg. scons WITH_BF_FHS=1 BF_INSTALLDIR="/usr/local" for CMake just run "make install" after make (CMAKE_INSTALL_PREFIX is used for the base path) Currently only scripts use both the system and user path correctly, other areas of blender have their own path code inline with lots of ifdefs, needs to be carefully updated.
2009-08-30svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22717:22875Campbell Barton