Ideally there would be no limit but I dont think its worth the effort.
Also had a bug in last commit for the pytyhon api's "axisSingle" attribute, UI index starts at 1 not zero.
- Make BGE's ListValue types convert to python lists for printing since the CValue GetText() function didnt work well- printing lists as [,,,,,] for scene objects and mesh materials for eg.
- Check attributes are descriptor types before casting.
- py_getattr_dict use the Type dict rather then Method and Attribute array.
Use each types dictionary to store attributes PyAttributeDef's so it uses pythons hash lookup (which it was already doing for methods) rather then doing a string lookup on the array each time.
This also means attributes can be found in the type without having to do a dir() on the instance.
- Raised limit of 2 axis to 4 axis pairs (4==8 joysticks axis pairs)
- Added a new Joystick Sensor type "Single Axis", so you can detect horizontal or vertical movement, rather then just Up/Down/Left/Right
- added Python attribute "axisSingle" so you can get the value from the selected axis (rather then getting it out of the axis list)
- renamed Py attribute "axisPosition" to "axisValues" (was never in a release)
If we need to increase the axis limit again just change JOYAXIS_MAX and the button limits.
- Explode didn't use the dmcache index for getting the particles emitter position.
- One "tri or quad"-comparison tested the wrong index. Leading to one quad converting into a tri.
If the density texture was taken into account with hair parent particles there were cases when there weren't any parents left to interpolate children from. Now a density texture is only taken into account for hair child particles.
When using 'angle' display for camera, the 'lens' ipo didn't update this
button. Implementation still lacks a bit... having both variables in the
camera struct is asking for troubles. Put on the re-think list for 2.5!
- added a module for the BGE - GameTypes, only contains types.
- added KX_PYATTRIBUTE_DUMMY attributes for KX_Light, KX_PolyProxy, KX_VertexProxy, so all types should give correct results from a dir().
- added a script to check for missing methods in the epydocs - bge_api_validate_py.txt
Mipmap creation for render crashed, in this case:
- use Curves tool on an Image, which is UV mapped on object
- Save the image to disk, under new name
- Render (F12)
This fix is only for the crash, there's something not well coded
for Curves tool, how it manages float buffers. That's for 2.5.
-Virtual parents were not randomly selected due to optimization in child particle distribution code.
-Wave-kink had a wrong matrix multiplication.
-Amount of virtual parents wasn't scaled properly to the amount of children rendered.
-Calculating virtual parents is now thread safe.
Previously this only worked with the Blender API.
- bpy_internal_import small C file that Blender scripting and the game engine use.
- Tested with blender, blenderplayer, loading files
- Needed to use a hack to override the Main struct since the game engine doesn't set G.main
- when the sandbox is set, only internal scripts can be imported.
- action attribute wasnt checking for NULL (own fault)
- KX_Scene getCamera wasnt checking for NULL
- CListValue had asserts for not yet implimented functionality, this would close blender. Better to print an error if the user manages to run this functions (I managed to by CListValue.count([1,2,3]))
KX_PolygonMaterial and KX_BlenderMaterial - Added a print function (would raise a python error on printing)
* Crashes *
KX_GameObject SetParent - Disallowed setting a parent to its self, caused a recursion crash.
KX_MeshProxy "materials" attribute was segfaulting because of my recent change - I was wrong, you do need to check material types (no idea why since they are both PyObject * at the base)
KX_VisibilityActuator - Wasn't initialized with PyType_Ready() making it crash on access (own fault)
* Crashes because of missing NULL checks *
KX_PolygonMaterial's "gl_texture" attribute wasnt checking for a valid m_tface
KX_GameObject - added checks for GetPhysicsController()
KX_RayCast::RayTest - didnt check for a valid physics_environment
KX_SceneActuator's getCamera python function wasnt checking if there was a camera.
- changed epy_docgen.sh so inherited attributes & methods are included inline for each type, removed source option since its not useful and makes the download bigger.
- made camera use PyAttributeDef's
- removed unneeded duplicate matrix type checks
- fixed own bug (added since 2.48a) that broke a converting 4x4 matrix to a PyObject
- Initialize python types with PyType_Ready, which adds methods to the type dictionary.
- use Pythons get/setattro (uses a python string for the attribute rather then char*). Using basic C strings seems nice but internally python converts them to python strings and discards them for most functions that accept char arrays.
- Method lookups use the PyTypes dictionary (should be faster then Py_FindMethod)
- Renamed __getattr -> py_base_getattro, _getattr -> py_getattro, __repr -> py_base_repr, py_delattro, py_getattro_self etc.
From here is possible to put all the parent classes methods into each python types dictionary to avoid nested lookups (api has 4 levels of lookups in some places), tested this but its not ready yet.
Simple tests for getting a method within a loop show this to be between 0.5 and 3.2x faster then using Py_FindMethod()
Added the method into the PyType so python knows about the methods (its supposed to work this way).
This means in the future the api can use PyType_Ready() to store the methods in the types dictionary.
Python3 removes Py_FindMethod and we should not be using it anyway since its not that efficient.