* jump() -- causes the character to jump
* onGround -- specifies whether or not the character is on the ground
* gravity -- controls the "gravity" that the character physics uses for the character
More options could be added (such as jump speed, step height, make fall speed, max slope, etc).
2 new attributes to ImageViewport and ImageRender object:
depth: set to True to retrieve the depth buffer as an array of float
(not suitable for texture source).
zbuff: set to True to retrieve the depth buffer as a grey scale pixel array
(suitable for texture source).
A new mode 'F' is added to VideoTexture.imageToArray() to allow returning the image
buffer as a one dimensional array of float. This mode should only be used to retrieve
the depth buffer of ImageViewport and ImageRender objects.
Example:
viewport = VideoTexture.ImageViewport()
viewport.depth = True
depth = VideoTexture.imageToArray(viewport,'F')
# show depth of bottom left pixel
# 1.0 = infinite, 0.0 = on near clip plane.
print(depth[0])
* KX_GameObject.member returns the list of group members if the object is a group object, otherwise None is returned
* KX_GameObject.group returns the group object that the object belongs to or None if the object is not part of a group
the idea of using methods instead of attributes is to avoid users abusing of the system calls.
Thanks Campbell Barton for reviewing and small corrections
KX_RadarSensor.angle was returning the angle that was used to construct Bullet's physics shape, which is calculated from the logic brick gui. KX_RadarSensor.angle now recalculates the original value from the gui. However, m_coneradius isn't actually used by KX_RadarSensor that I can see, so it might be better to just assign the original angle to m_coneradius instead of the calculated value. I've also made KX_RadarSensor.angle read-only, since setting m_coneradius does not appear to have any affect, which means writing to KX_RadarSensor.angle never worked properly.
worth noticing is that the example in bpy.types.Mesh is wrong too (Mesh type does not have an uv element)
but I would prefer someone more familiar with bmesh to take a look at those
added access to deform weights, access to weights acts like a python dict so you can do...
print(group in dvert)
dvert[group] = 0.5
print(dvert[group])
del dvert[group]
print(dvert.items())
This also makes it clearer that the faces are for tessellated results only.
Added a section on the Gotcha's about upgrading scripts, the pros and cons of MeshTessFace/MeshPoly/BMFace.
and spesifically how to upgrade importers and exporters for 2.63+.
- add examples for custom-data access
- group BMesh types logically in docs
- added missing docstrings
needed to add grouping functionality to sphinx for this.
(sphinx_doc_gen.py)
- file reorganization to use more functions (easier to read)
- adapting to work after a recent commit that made some of the members of bpy.app.*
output bytes instead of strings (see [#30154])
- a couple of new command line optionsto avoid editing the script:
-T: let you choose the sphinx theme: the theme dir get copied in the destination dir
-b: choose if we want the bpy module page or not
Current command line arguments optional arguments:
-h, --help show this help message and exit
-o OUTPUT_DIR, --output OUTPUT_DIR
Path of the API docs (default=<script dir>)
-T SPHINX_THEME, --sphinxtheme SPHINX_THEME
Sphinx theme (default='default')
-f, --fullrebuild Rewrite all rst files in sphinx-in/ (default=False)
-t, --testdump Dumps a small part of the API (default=False)
-b, --bpy Write the rst file of the bpy module (default=False)
(rst/info_best_practice.rst)
- fixed a typo
Also adds DampedTrackTo to the list of supported constraints in the BGE
Test file:
http://www.pasteall.org/blend/11715
Patch developed as part of a project to NF-UBC Nereus Program.
Development time 'sponsored' by the project.
www.nereusprogram.org