Commit Graph

172 Commits

Author SHA1 Message Date
d579ea2901 Fix #34863: bge.render.makeScreenshot from Blender was only saving PNG files,
while the docs said it followed the settings in the Output panel, other file
formats work now.

Benderplayer still only saves PNG now as documented, but I cleaned up the code
there to reuse existing imbuf functions rather than using own libpng code.
2013-04-04 14:00:31 +00:00
460d21af6f BGE: Adding docs for bge.logic.getProfileInfo(). 2013-03-19 04:56:51 +00:00
Dalai Felinto
748dd18de4 rst doc update: adding a link to Joystick class from bge.logic.joysticks
(so one can find more about the joystick class without having to search joystick)
code untested by the way. Sorry but I can no longer build sphinx docs here. I will try to fix that later.
2013-02-28 05:18:47 +00:00
372cf93309 BGE: Splitting up the bge.types docs so they are not all on the same page. This should make them much easier to browse. 2013-02-10 06:13:26 +00:00
9191b783bb BGE: Some various changes to make moving the character physics type easier:
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
  * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
  * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.

Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
2013-01-30 05:55:17 +00:00
a1a8e43d5a BGE Py API docs: correct references to bge.keys 2013-01-28 06:39:23 +00:00
97d8e34d61 correct addon tutorial section on keymap register/unregister and add label next to image color-depth option.
having buttons labelled [8, 16] on their own is not very meaningful.
2013-01-22 06:41:12 +00:00
18f134304c BGE: Adding a jumpCount to KX_CharacterWrapper. This can be used to have different logic for a single jump versus a double jump. For example, a different animation for the second jump. 2012-12-29 10:22:19 +00:00
13f49f3101 BGE: Adding a maxJumps to the character controller to adjust how many jumps a character can perform before having to touch the ground. By default this is set to 1, which means a character can only jump once before having to touch the ground again. Setting this to 2 allows for double jumping. 2012-12-26 01:25:53 +00:00
84966c3d0a BGE: Committing async LibLoad from Swiss. This does the lib loading in a separate thread to keep the BGE from freezing. Here is an example from the docs:
# Print a message when an async LibLoad is done
      import bge

      def finished_cb(status):
          print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))

      bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb

LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
2012-12-22 05:38:32 +00:00
f2f2b6153a BGE: Adding a Python interface for handling joysticks without needing logic bricks. These new SCA_PythonJoystick objects can be accessed using bge.logic.joysticks, which is a list of joysticks. The length of the list is the number of maximum supported joysticks, and indexes that do not have a joystick available are set to None. This means joysticks can be checked for using something like:
if bge.logic.joysticks[0]:
    activate_player_one()

if bge.logic.joysticks[1]:
    activate_player_two()

etc..

The interface exposed by SCA_PythonJoystick is very similar to the joystick logic brick except for one key difference: axis values are normalized to a -1.0 to 1.0 range instead of -32767 to 32767, which is what the logic brick exposed.
2012-12-21 02:28:59 +00:00
a6e9c9fda0 update api changelog 2012-12-11 02:13:42 +00:00
4fd9df25c6 Add 2 documents to the python api reference.
- Blender/Python Addon Tutorial: a step by step guide on how to write an addon from scratch

- Blender/Python API Reference Usage: examples of how to use the API reference docs

Thanks to John Nyquist for editing these docs and giving feedback.
2012-12-07 05:27:09 +00:00
57d7c1f226 pydna experimental ctypes DNA api was broken with more recent python versions, and some minor doc edits. 2012-12-05 03:38:01 +00:00
af51827dda add a message when solidify is used with only-edges, this isn't properly supported.
also minor edits to py-api-ref
-- This line, and those below, will be ignored--

M    doc/python_api/sphinx_doc_gen.py
M    doc/python_api/rst/include__bmesh.rst
M    source/blender/modifiers/intern/MOD_solidify.c
2012-12-05 01:02:41 +00:00
ca25fd0307 fix [#33389] Curve points restricted to 0..1 range,
also added note on python3.3's faulthandler module.
2012-12-03 07:10:31 +00:00
61da29996a fix own mistake with recent commit to skip calculating tessface. If you were already in editmode the tessfaces wouldn't get recalculated.
also minor edits to bmesh rst.
2012-12-03 02:26:13 +00:00
f7f4148b40 change uiButGetStrInfo() to use a trailing NULL arg rather then passing the number of args as an arg. 2012-12-02 04:51:15 +00:00
c3e1813820 Fix related to #33340: add a warning to bge from_id documentation to not store id()
in game object integer properties since it may not fit in 32 bits integers.
2012-11-29 01:25:38 +00:00
4fe35721e6 bmesh operator api reference - add in 'bmesh' arg at the start of each operator, also use :class: references. 2012-11-28 01:14:11 +00:00
f22fb939d3 BGE Docs: Adding some docs for some of the Steering Actuator attributes. I grabbed the docs from the UI descriptions from RNA for the Steering Actuator. However, these aren't the best descriptions, and both the UI descriptions and the docs could use some attention. Also, steeringVec and facingMode didn't have corresponding UI elements, so I've left them undocumented for now. Someone who knows what they do can hopefully document them. 2012-11-23 07:47:53 +00:00
c6f98cfa95 BGE Docs: Adding docs for bge.logic.NextFrame() and bge.logic.PrintMemInfo() based on their doc strings. There was also an :rtype: in the bge.logic.setExitKey() docs that should have been :type:. 2012-11-22 22:38:31 +00:00
de57d61f62 BGE Docs: Adding docs for KX_Scene.drawObstacleSimulation() based on its doc string. 2012-11-22 22:25:12 +00:00
ff94827965 BGE Docs: Documenting missing Sound Actuator attributes based on RNA UI strings. 2012-11-22 22:13:27 +00:00
f90298bc0a BGE Docs: Adding docs for the KX_GameObject.playAction() play_mode constants. 2012-11-22 21:52:30 +00:00
2765f1fffc BGE Docs: Reordering the "Various" constants so they are in alphabetical order. 2012-11-22 21:37:12 +00:00
899290dd47 BGE Docs: Moving the KX_ArmatureSensor.type constant docs from bge.types.rst to bge.logic.rst where the rest of the constants docs are. 2012-11-22 11:09:42 +00:00
989b5983c8 BGE Docs: Changing ROT_* Armature Channel constants in the docs to be ROT_MODE_* to match the actual constants from bge.logic. 2012-11-22 09:20:36 +00:00
9b571c2d54 BGE Docs: Fixing indentation. 2012-11-22 09:12:21 +00:00
762016c746 indentation edits 2012-11-22 08:30:54 +00:00
74ffa7bb8a BGE Docs: Adding some basic docs for the KX_STEERING_* constants. Right now just their names and values are in the docs, not what they actually do. 2012-11-22 08:22:46 +00:00
d9f6edff14 BGE Docs: Moving the BL_ArmatureChannel.rotation_mode constant docs from bge.types.rst to bge.logic.rst where the rest of the constants docs are. 2012-11-22 08:16:30 +00:00
8dd96bcefb BGE Docs: Moving the BL_ArmatureConstraint constant docs from bge.types.rst to bge.logic.rst with the rest of the constants docs are. 2012-11-22 08:07:13 +00:00
5da6c02188 BGE Docs: Adding RM_* mode constants from KX_NavMeshObject.draw() 2012-11-22 08:01:02 +00:00
a660ebc16e Moving the Armature Actuator constant docs from bge.types.rst to bge.logic.rst with the rest of the constants docs are. Not only is this more consistent, but it also makes Campbell's script happier. 2012-11-22 07:52:17 +00:00
6a5d5ed206 Some KX_CONSTRAINTACT_* constants were incorrectly documented as KX_CONSTRAINT_*. 2012-11-22 07:31:51 +00:00
8a62ec63c8 Adding docs for KX_NavMeshObject based on doc strings found in KX_NavMeshObject.cpp. 2012-11-22 07:24:00 +00:00
30a292b61f BGE: KX_PhysicsObjectWrapper was not being used anywhere in the code base, but it was being maintained (style, docs, name changes, etc), so I'm removing it. 2012-11-22 07:08:02 +00:00
b7f5c1c121 more bge reference api docstrings, leaving KX_FontObject and KX_NavMeshObject as TODO. 2012-11-22 06:04:12 +00:00
89b0b0516e bge camera axix actuator was undocumented and python had incorrect limits on this attribute. 2012-11-22 05:33:05 +00:00
9d0334bc74 add missing bgl and gpu api docstrings (found using docstring completeness checker) 2012-11-22 05:15:52 +00:00
3370e3ca43 doc corrections and add bge.types.KX_ArmatureSensor 2012-11-21 08:53:04 +00:00
093854e564 Docs update for r52164 2012-11-13 17:50:18 +00:00
955b5db5e9 build fix: recent commit broke building on 64bit linux 2012-11-12 03:37:28 +00:00
d22c5d4341 update to python api Gotcha docs to reflect changes to the api. also add a section about modifying linked library data. 2012-11-12 03:23:47 +00:00
250109f5ac add argument so recent bge function mesh.transform_uv() so you can optionally transform between UV1 / UV2 2012-11-10 10:26:39 +00:00
fecc3b9d68 add 2 new utility functions to the BGE mesh py api.
mesh.transform(matid, matrix)
  mesh.transform_uv(matid, matrix, uv_index=-1))


much more efficient then looping over verts in python to transform them.
2012-11-10 09:45:43 +00:00
f6a110d6ea BGE: Committing patch [#32697] "New BGE gravity API" by HG1.
This patch adds a gravity attribute to KX_Scene.
2012-11-10 03:11:18 +00:00
f840bd4a9f BGE: This patch adds a character wrapper (similar to the already implemented vehicle wrapper) to control character physics options. Currently supported options are:
* 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).
2012-11-04 20:56:02 +00:00
aeba4950c3 style cleanup 2012-10-27 10:42:28 +00:00