This patch fix the existing word API for mist and global ambient lighting.
Add deprecated message to disableMist()
Add setUseMist(enable).
Reviewers: dfelinto, campbellbarton, moguri
Reviewed By: moguri
Subscribers: solarlune, jta, brecht
Projects: #bf_blender:_next
Differential Revision: https://developer.blender.org/D148
Added a new "current_lod_level" property to the python api of
KX_GameObject. The property returns the current lod level of the game
object. The purpose of the property is activate logic routines only when
an object is at a certain lod-distance from the camera, avoiding to
separately recomputing the same distance in the logic script. Usage in
python script might look like:
owner = bge.logic.getCurrentController().owner
lod_level = owner.currentLodLevel
if lod_level == 0: ...do something
else: ... object might be too distant
Reviewers: dfelinto, kupoman, moguri
Reviewed By: kupoman, moguri
Subscribers: lordloki
Projects: #game_engine
Differential Revision: https://developer.blender.org/D978
This patch adds two parameters to the functions in the
collisionCallbacks list. The callback function should thus be like
this:
```
def on_colliding(other, point, normal):
print("Colliding with %s at %s with normal %s" % (other, point, normal))
game_ob.collisionCallbacks.append(on_colliding)
```
The `point` parameter will contain the collision point in world
coordinates on the current object, and the `normal` contains the
surface normal at the collision point.
The callback functions are checked for the number of arguments
`co_argcount`. The new `point` and `normal` arguments are only passed
when `co_argcount > 1` or when `co_argcount` cannot be determined.
Reviewers: brita_, campbellbarton
Subscribers: sergey, sybren, agoose77
Projects: #game_physics
Differential Revision: https://developer.blender.org/D926
Python types defined in C can now start their docstring with a
`.. class:: TypeName(args)` line, to document their constructor.
In that case the documentation writer is responsible for indenting the
remainder of the docstring by 3 spaces, matching the generated
documentation.
Added conversion to and from exponential map representation. This
representation is useful for interpolation of > 2 quaternions, or in
PD controllers.
Implementation in C functions quat_to_expmap,
quat_normalized_to_expmap, and expmap_to_quat with Python API, unit
tests and documentation.
Added Quaternion.to_exponential_map() and Quaternion(3-vector) to
Python API.
Reviewers: campbellbarton
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1049
- fix dead blender.org link (build dependencies)
- rewrite $BLENDERHOME/{config,tools}/* to $BLENDERHOME/build_files/scons/{config,tools}/*
Patch by David Creswick, thanks!
Reviewers: jesterking
Differential Revision: https://developer.blender.org/D798
This function allows the user to run specific code for each of the
rendered stereoscopic eyes in the Game Engine.
The initial use case is to set the camera projection matrix in
a scene.pre_draw callback function for each eye, to be used in VR
(Virtual Reality) installations.
Reviewed by Mitchell Stokes and Campbell Barton, thank you guys.
Sample Test Python Script:
"""
import bge
import bgl
import blf
def init():
"""init function - runs once"""
scene = bge.logic.getCurrentScene()
scene.post_draw.append(write)
def write():
"""write on screen - depending on the eye"""
width = bge.render.getWindowWidth()
height = bge.render.getWindowHeight()
# OpenGL setup
bgl.glMatrixMode(bgl.GL_PROJECTION)
bgl.glLoadIdentity()
bgl.gluOrtho2D(0, width, 0, height)
bgl.glMatrixMode(bgl.GL_MODELVIEW)
bgl.glLoadIdentity()
eye = bge.render.getStereoEye()
if eye == bge.render.LEFT_EYE:
blf.position(0, (width * 0.2), (height * 0.3), 0)
blf.size(0, 40, 72)
blf.draw(0, "Left")
else: # bge.render.RIGHT_EYE:
blf.position(0, (width * 0.7), (height * 0.3), 0)
blf.size(0, 40, 72)
blf.draw(0, "Right")
"""
This patch adds the following R/W properties and method to `KX_GameObject`:
- `linearDamping` -- get/set linear damping
- `angluarDamping` -- get/set angular damping
- `setDamping(linear, angular)` -- set both simultaneously
These allow runtime changes to the same properties that are accessible at design time in Blender's UI via `game.damping` and `game.rotation_damping`. The names of the properties were chosen to mirror the internal names of the BGE physics engine, as these are (AFAIK) also the commonly used names in physics literature.
Reviewers: campbellbarton
Projects: #game_physics
Differential Revision: https://developer.blender.org/D936
First, you should unregister in reverse order you registered your operators, keymaps, etc.
Second, when registering keymaps you have to check keyconfigs are actually available (they are not in background mode).
Freestyle sections of the API docs were empty due to Freestyle module reorganization
in commit rB6498b96ce7081db039354228213d72e8c70bd3aa.
Module __all__ property was added to submodules so as to properly exclude irrelevant
documentation elements such as mathutils.Vector.
- only include files known to git.
- includes all submodules.
- version extracted from BKE_blender.h for naming.
- MD5 checksum generated.
- 'make tbz' convenience target.
Script by Dan McGrath with own minor edits.
Scene replacement with invalid scene name was crashing blender,
now it's a no-op.
KS_Scene.replace() to return a boolean to indicate if the scene
is valid and is scheduled for replacement. This allows more
robust game management.
1. This patch fix the KX_ConstraintWrapper documentation (radian instead of degrees).
2. It also adds the missing GENERIC_6DOF_CONSTRAINT constant.
Reviewers: dfelinto
Reviewed By: dfelinto
Differential Revision: https://developer.blender.org/D672
1. Add attribute to get the constraint type.
2. Add missing documentation for getParent, setParam, constraint_id in bge.types.KX_ConstraintWrapper.rst.
3. Add missing documentation for GENERIC_6DOF_CONSTRAINT and flag bit in bge.constraints.rst.
4. Fix typo in CcdPhysicsEnvironment.cpp
Reviewers: moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D654
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.
With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.
Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.
The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).
Test file is here: {F97623}
I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:
{F91992} {F91990}
Reviewers: moguri, dfelinto
Reviewed By: moguri
CC: Genome36
Differential Revision: https://developer.blender.org/D565
This is related to task T29419. Credit also goes to Goran Milovanovic
(goran) for proposing an initial fix for this issue.
The issue is the current behavior of applyImpulse doesn't match the behavior
described in the documentation as instead of a impulse point in world coordinates,
it seems to require a coordinate in a local space.
Additionally, applyImpulse function isn't consistent with similar functions (applyForce, applyTorque, etc)
as it doesn't allow to choose in which space (local or global) the impulse is applied.
Now, we have the following function:
applyImpulse(point, impulse, local=False)
being "point" the point to apply the impulse to (in world or local coordinates). When local is False will
have both point and impulse in World space and when local is True will have point and impulse in local space.
Reviewers: moguri, dfelinto, brita_
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D567
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes.
This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE.
The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls.
{F94520}
{F91859}
Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920}
Reviewers: moguri
Reviewed By: moguri
CC: gomer, lordodin
Differential Revision: https://developer.blender.org/D559
* Fixing trailing whitespace in some files
* Fixing some indentation
* SCA_PythonController.owner is now documented
* SCA_PythonKeyboard members now use the member directive instead of function
[ foo = bar ] has been the traditional compare operator, using == is supported by some shells, but not all. The latter offers no advantage over the former.
Differential Revision: https://developer.blender.org/D179
Originally by Dan Eicher, with my own fixes and adjustments (see patch page for details).
For details there are unit tests and api example usage.
doc/python_api/sphinx-in-tmp/menu_id.png
Notes:
* Did not touch to addons, that's up to the authors. ;)
* Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
KX_GameObject now has a collisionCallbacks list which is a list of callables that are called when a collision occurs. The callables will be called with an argument that contains a reference to the other object involved in the collision (i.e., not self).
* CHARTAB: not needed anymore with improved copy/paste support and text input.
* IDPOIN: replaced by SEARCH_MENU.
* ICONROW/ICONTEXTROW: replaced by RNA enums.
* NUMABS: can use min/max limits instead.
* BUT_TOGDUAL, TOG3, TOGR, SLI: not used in 2.5 interface.
was missing context property attributes - context.mode for example. add RNA properties into context docs.
also minor updates
- exclude freestyle if its not enabled.
- add missing context member.
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.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
(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.
- update man page for new additions since last release.
- note that --start-console argument is windows only.
- correct own assertion in own recent commit.
* 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
from Patrick Boelens (senshi). with modifications to split it into its own function.
also added C style multi-line comment support /* ... */
I've left out the part of this patch that sets the language in the space, since I think this might be better stored in the text block.
For now it simply uses OSL syntax highlighting when the extension is '.osl'.
# 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.
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.
- 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.
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