Age | Commit message (Collapse) | Author |
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Halos for objects (not particles) can get texture color, but they skipped
the alpha mapt-to channel when that was set. Actually bug from ehh 1995!
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- Raised limit of 2 axis to 4 axis pairs (4==8 joysticks axis pairs)
- Added a new Joystick Sensor type "Single Axis", so you can detect horizontal or vertical movement, rather then just Up/Down/Left/Right
- added Python attribute "axisSingle" so you can get the value from the selected axis (rather then getting it out of the axis list)
- renamed Py attribute "axisPosition" to "axisValues" (was never in a release)
If we need to increase the axis limit again just change JOYAXIS_MAX and the button limits.
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SubSurf
- Explode didn't use the dmcache index for getting the particles emitter position.
- One "tri or quad"-comparison tested the wrong index. Leading to one quad converting into a tri.
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explanation needed some work.
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normalization where it shouldn't have been.
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doesn't work.
If the density texture was taken into account with hair parent particles there were cases when there weren't any parents left to interpolate children from. Now a density texture is only taken into account for hair child particles.
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When using 'angle' display for camera, the 'lens' ipo didn't update this
button. Implementation still lacks a bit... having both variables in the
camera struct is asking for troubles. Put on the re-think list for 2.5!
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- added a module for the BGE - GameTypes, only contains types.
- added KX_PYATTRIBUTE_DUMMY attributes for KX_Light, KX_PolyProxy, KX_VertexProxy, so all types should give correct results from a dir().
- added a script to check for missing methods in the epydocs - bge_api_validate_py.txt
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renamed KX_Light -> KX_LightObject
added some missing controllers
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- remove test for importing the module rather then creating a new one (didnt mean to commit)
- added constants for the mouse sensor to use.
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Mipmap creation for render crashed, in this case:
- use Curves tool on an Image, which is UV mapped on object
- Save the image to disk, under new name
- Render (F12)
This fix is only for the crash, there's something not well coded
for Curves tool, how it manages float buffers. That's for 2.5.
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Kent
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"Emitter" to be activated.
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modifier
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-Virtual parents were not randomly selected due to optimization in child particle distribution code.
-Wave-kink had a wrong matrix multiplication.
-Amount of virtual parents wasn't scaled properly to the amount of children rendered.
-Calculating virtual parents is now thread safe.
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For the record, "Clear user transform" is supposed to restore selected bones to the transforms defined by Actions/NLA, not back to rest position.
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Previously this only worked with the Blender API.
- bpy_internal_import small C file that Blender scripting and the game engine use.
- Tested with blender, blenderplayer, loading files
- Needed to use a hack to override the Main struct since the game engine doesn't set G.main
- when the sandbox is set, only internal scripts can be imported.
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- action attribute wasnt checking for NULL (own fault)
- KX_Scene getCamera wasnt checking for NULL
- CListValue had asserts for not yet implimented functionality, this would close blender. Better to print an error if the user manages to run this functions (I managed to by CListValue.count([1,2,3]))
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KX_PolygonMaterial and KX_BlenderMaterial - Added a print function (would raise a python error on printing)
* Crashes *
KX_GameObject SetParent - Disallowed setting a parent to its self, caused a recursion crash.
KX_MeshProxy "materials" attribute was segfaulting because of my recent change - I was wrong, you do need to check material types (no idea why since they are both PyObject * at the base)
KX_VisibilityActuator - Wasn't initialized with PyType_Ready() making it crash on access (own fault)
* Crashes because of missing NULL checks *
KX_PolygonMaterial's "gl_texture" attribute wasnt checking for a valid m_tface
KX_GameObject - added checks for GetPhysicsController()
KX_RayCast::RayTest - didnt check for a valid physics_environment
KX_SceneActuator's getCamera python function wasnt checking if there was a camera.
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- changed epy_docgen.sh so inherited attributes & methods are included inline for each type, removed source option since its not useful and makes the download bigger.
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"actuators"
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gpencil_frame_delete_laststroke() to be more consistent with the rest of the Grease Pencil API.
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- made camera use PyAttributeDef's
- removed unneeded duplicate matrix type checks
- fixed own bug (added since 2.48a) that broke a converting 4x4 matrix to a PyObject
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attribute (no need to differentiate between types)
Added KX_GameObject 'meshes' attribute to replace getMesh(i)
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Particle life "rand" value could be set above "1.0" allowing for negative particle lifetimes.
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position.
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- made the isA() function accept python types as well as strings.
- renamed _getattr_dict to py_getattr_dict
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no new bugs.
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- 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()
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hopefully no new bugs.
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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.
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(in the embed BGE it is still 0)
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- Bugfix for running dir() on all BGE python objects. was not getting the immediate methods and attributes for each class.
- Use attributes for KX_Scene (so they are included with dir())
- Override __dict__ attributes for KX_Scene and KX_GameObject so custom properties are included with a dir()
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from Mitchell Stokes (moguri)
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from James Crosby (sheep)
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from Alberto Santos (dnakhain)
"This patch adds a few new variables relationated with Particle System children such as children amount, render amount,
child clumping..."
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ob.someProp = 10
can now be...
ob["someProp"] = 10
For simple get/set test with an objects 10 properties, this is ~30% faster.
Though I like the attribute access, its slower because it needs to lookup BGE attributes and methods (for parent classes as well as KX_GameObject class).
This could also be an advantage if there are collisions between new attributes added for 2.49 and existing properties a game uses.
Made some other small optimizations,
- Getting and setting property can use const char* as well as STR_String (avoids making new STR_Strings just to do the lookup).
- CValue::SetPropertiesModified() and CValue::SetPropertiesModified(), were looping through all items in the std::map, advancing from the beginning each time.
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KX_MeshProxy. Fix a bug in KX_MeshProxy where the Python type was not set right.
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