The problem was that SCA_2DFilterActuator was defining and using a
variable called "m_gameObj", when it should be using "m_gameobj" as
defined by SCA_ILogicBrick. The way it was, reparenting did only half
the work required to duplicate the actuator.
Patch by Alex Fraser, thanks!
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html
Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
This patch makes SCA_PythonKeyboard.events and SCA_PythonMouse.events return a dictionary of all inputs (including inactive) instead of a list of active inputs.
Example usage:
import bge
if bge.logic.keyboard.events[bge.events.SPACEBAR] = bge.logic.KX_INPUT_JUST_ACTIVATED:
print("Spacebar pressed!")
A couple of changes to the patch:
* Wrap python stuff in #ifndef DISABLE_PYTHON
* Clear and decref m_event_dict in the destructors
A couple of things not related to the patch:
* Made member variables private
* Removed a commented out (and no longer used) method (SCA_PythonMouse.show())
Rough summary of fixes/changes:
- Blender Py API: GameLogic -> bge.logic
- Blender Py API: Implemented missing KX_PYATTRIBUTE_TODOs and -DUMMYs.
- Fix for [#22924] KX_PolygonMaterial.diffuse does not return expected list[r,g,b]
- Py API: Renaming _owner attribute of mathutils classes to owner.
- Fix some minor errors in mathutils and blf.
- Enabling game engine autoplay again based on a patch by Dalai:
* The biggest 3D view in the open scene is used, if there is none, blender opens the file normally and raises an error.
* The 3D view are is made fullscreen.
* Quad view, header, properties and toolbox panel are all hidden to get the maximum view.
* If the game engine full screen setting is set, the game starts in fullscreen.
- Fix for ipo conversion on file transition in the game engine.
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.
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.
Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).
(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)
I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
The patch exposes mouse and keyboard read-only properties in the GameLogic module
Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]).
"""
This patch adds two new types to the BGE:
SCA_PythonKeyboard
SCA_PythonMouse
These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor.
SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events.
SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible.
"""
Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition).
Code Sample:
######
from bge import logic, events
mouse = logic.mouse
keyboard = logic.keyboard
for key,status in keyboard.events:
if status == logic.KX_INPUT_JUST_ACTIVATED:
if key == events.WKEY:
print(mouse.position)
# move_forward()
mouse.visible = True # turn cursor visible
mouse.position = 0.5,0.5 # centralize mouse - use tuple
######
* Important Note: mouse.position still will not work properly for Letterbox mode.
In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though.
Thanks Mitchell for the work on that.
of course it wasn't only a matter of adding the properties in the api :)
The code of validValueForIntervalProperty and modeChange are the same BUT in the future they shouldn't be, for I think it's fine to keep them as separated functions.
Bonus fix: Also we are now checking if the new mode is interval and update the range expression.
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.
(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.
For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.
* * * * *
Imagine that we have:
(a) Main Scene
(b) Overlay Scene
in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].
So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)