BGE Py Controllers were effectively doing this...
"a.b.c" --> "__import__('a').b.c()"
This was annoying because it meant module 'a' would need to import 'b' explicitly.
Now use import like this.
"a.b.c" --> "__import__("a.b").c()"
Note that this has the slight disadvantage that these need to be modules, where as before they could be collections of functions in a class instance for eg. So its possible this breaks existing files but dont think anyone used this since its a fairly obscure use case.
- fixed the access to KX_SteeringActuator attributes from scripts
- added enum members for KX_SteeringActuator and KX_NavMeshObject to GameLogic dictionary
- obstacle culling for correct simulation in 3d
- flag for steering actuator termination on reaching target
- path recalculation period
- advance by waypoints (for path following)
- creation obstacle on object replication (including navmesh object)
- creation object transform for navigation mesh directly from blender object instead of using SGNode world transform (because SGNode doesn't exists yet when building navmesh on ProcessReplica)
Rather then only baking parent objects. Only bake objects which are have no parents in the original scene.
This allows for parenting and unparenting within the game engine without gaps in the animation curves.
bge.types
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- 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
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- 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
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)