This was committed in revision 2832 but never accounted for existing object name hashes which existed since revision 2.
Its possible to update the names elsewhere but unlikely anyone ever used this successfully so removing.
* 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")
* fixed segfaults in CListValue.index(val) and CListValue.count(val) when the pyTypes could not be converted into a CValue.
* added scene.objects to replace scene.getObjectList()
* added function names to PyArg_ParseTuple() so errors will include the function names
* removed cases of PyArg_ParseTuple(args,"O",&pyobj) where METH_O ensures a single argument.
* Made PyObjectFrom use ugly python api rather then Py_BuildValue(), approx %40 speedup for functions that return Python vector and matrix types like ob.orientation.
Assorted smaller fixes:
- Fix: modal keymaps for editmode in view3d were not set again
when you copy areas or go fullscreen.
- Improved "redo last op" (F6) to search back in history for
a redoable operator. Operator also used wrong pupmenu type.
- On creating new FCurve editor, the channel rainbow colors are
set correct.
- EditMesh: fixed code for Spin/Screw, correct props, init and
error reporting. (Spin hotkey ALT+R temporary)
- recompiled all to check for uninitialized variable warnings.
(compile flag should be -O for this). Fixed some proto's.
Use 'const char *' rather then the C++ 'STR_String' type for the attribute identifier of python attributes.
Each attribute and method access from python was allocating and freeing the string.
A simple test with getting an attribute a loop shows this speeds up attribute lookups a bit over 2x.
scene.getObjectList()[-1] works like a python sequence.
removed some STR_String creation that was only used to do comparisons, in a simple expressions benchmark this made logic use 4% less overall.
* giving compileflags, cc_compileflags and cxx_compileflags to BlenderLib() now actually overrides any other setting (so there's no unclarity when ie. conflicting options are being specified in REL_CFLAGS et al). These are set after either release or debug flags, but before any *_WARN flags (so those stay maintained).
* add cxx_compileflags for GE parts on win32-vc to have better performance.
* NOTE: if platform maintainers (OSX and Linux) could check and do the same for their systems. Not vital, but probably very, very much welcomed by GE users.
vector in perspective mode. This is default OpenGL behavior, but
by now this optimization is really insignificant. Works in both
the 3d view and game engine.
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
This patch modifies the way the setParent actuator and KX_GameObject::setParent() function
works when parenting to a compound object: the collision shape of the object being parented
is dynamically added to the coumpound shape.
Similarly, unparenting an object from a compound object will cause the child collision shape
to be dynamically removed from the parent shape provided that is was previously added with
setParent.
Note: * This also works if the object is parented to a child of a compound object: the
collision shape is added to the compound shape of the top parent.
* The collision shape is added with the transformation (position, scale and orientation)
it had at the time of the parenting.
* The child shape is rigidly attached to the compound shape, the transformation is not
affected by any further change in position/scale/orientation of the child object.
* While the child shape is added to the compound shape, the child object is removed from
the dynamic world to avoid superposition of shapes (one for the object itself and
one for the compound child shape). This means that collision sensors on the child
object are disabled while the child object is parent to a compound object.
* There is no difference when setParent is used on a non-compound object: the child
object is automatically changed to a static ghost object to avoid bad interaction
with the parent shape; collision sensors on the child object continue to be active
while the object is parented.
* The child shape dynamically added to a compound shape modifies the inertia of the
compound object but not the mass. It participates to collision detection as any other
"static" child shape.
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
* Value clamping to min/max is now supported as an option for integer, float
and string attribute (for string clamping=trim to max length)
* Post check function now take PyAttributeDef parameter so that more
generic function can be written.
* Definition of SCA_ILogicBrick::CheckProperty() function to check that
a string attribute contains a valid property name of the parent game object.
* Definition of enum attribute vi KX_PYATTRIBUTE_ENUM... macros.
Enum are handled just like integer but to be totally paranoid, the sizeof()
of the enum member is check at run time to match integer size.
* More bricks updated to use the framework.
The principle is to replace most get/set methods of logic bricks by direct property access.
To make porting of game code easier, the properties have usually the same type and use than
the return values/parameters of the get/set methods.
More details on http://wiki.blender.org/index.php/GameEngineDev/Python_API_Clean_Up
Old methods are still available but will produce deprecation warnings on the console:
"<method> is deprecated, use the <property> property instead"
You can avoid these messages by turning on the "Ignore deprecation warnings" option in Game menu.
PyDoc is updated to include the new properties and display a deprecation warning
for the get/set methods that are being deprecated.
#18045] [patch] A patch that exposes the rest of the motion functions of KX_GameObject to Python.
*applyForce => setForce
*applyTorque => setTorque
*applyRotation => setDRot
*applyMovement => setDLoc