The BGE was getting the namespace dict directly from __main__ which conflicts
with my recent fix to get the pickle module working which to overwrote the __main__ module on script execution.
Simple fix is to have the BGE and Blender use the same method of getting namespaces.
Renamed CreateGlobalDictionary() to bpy_namespace_dict_new() and moved into bpy_internal_import.c
pickle still wont work in the BGE since we make a copy of __main__ namespace but for speed would rather not have to replace the __main__ module many times per second.
* add support for LCMS (disabled by default, set WITH_LCMS to true to enable it)
* fixed typo that prevented TIFF support to be properly enabled
* enable ray optimization by default (scons and cmake already did this)
* fixed building with libsndfile on darwin (disabled by default)
* quicktime: use audaspace headers from $(NAN_AUDASPACE)/include instead of intern
* gameengine: add -DWITH_FFMPEG to compiler flags when building with ffmpeg support
- remove scons option WITH_BF_FHS, its not needed anymore.
- comment WITH_BF_DOCS, was using epydocs which we dont use now.
- blenderlite target was broken, always using openmp.
- building without python wasnt working.
- fixed some warnings.
BL_ArmatureChannel.rotaion_euler -> BL_ArmatureChannel.rotation_euler
Making the docs match the code:
BL_ArmatureChannel.rotation -> BL_ArmatureChannel.rotation_quaternion
BL_ArmatureChannel.euler_rotation -> BL_ArmatureChannel.rotation_euler
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.
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