From f5fc4ebdd8ede5263f4b34f161ebe139d40466dc Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 19 Apr 2009 21:01:12 +0000 Subject: BGE Python API - More verbose error messages. - BL_Shader wasnt setting error messages on some errors - FilterNormal depth attribute was checking for float which is bad because scripts often expect ints assigned to float attributes. - Added a check to PyVecTo for a tuple rather then always using a generic python sequence. On my system this is over 2x faster with an optmized build. --- source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp') diff --git a/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp b/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp index 44dedb38429..53067e94cd8 100644 --- a/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp +++ b/source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp @@ -121,7 +121,7 @@ int KX_SCA_ReplaceMeshActuator::pyattr_set_mesh(void *self, const struct KX_PYAT } else if (PyString_Check(value)) { void* mesh = SCA_ILogicBrick::m_sCurrentLogicManager->GetMeshByName(STR_String(PyString_AsString(value))); if (mesh==NULL) { - PyErr_SetString(PyExc_ValueError, "The mesh name given does not exist"); + PyErr_SetString(PyExc_ValueError, "actuator.mesh = string: Replace Mesh Actuator, mesh name given does not exist"); return 1; } actuator->m_mesh= (class RAS_MeshObject*)mesh; @@ -129,7 +129,7 @@ int KX_SCA_ReplaceMeshActuator::pyattr_set_mesh(void *self, const struct KX_PYAT KX_MeshProxy* proxy = (KX_MeshProxy*)value; actuator->m_mesh= proxy->GetMesh(); } else { - PyErr_SetString(PyExc_ValueError, "Expected the name of a mesh, a mesh proxy or None"); + PyErr_SetString(PyExc_ValueError, "actuator.mesh = value: Replace Mesh Actuator, expected the mesh name, a KX_MeshProxy or None"); return 1; } return 0; -- cgit v1.2.3