- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
Blender's import function check's the Text datablocks in main for additional modules for importing. However, libloaded scenes were 1) not loading Text datablocks and 2) not letting bpy know about them. Text datablocks are now loaded if a Scene is loaded and bpy can now looking through extra Mains to find additional modules.
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The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is
set to 0).
These settings help reducing the processing spent on Physics during the game.
Previously they were only accessible from python but not working because of a bug.
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.
Python API:
import PhysicsConstraints
PhysicsConstraints.setDeactivationLinearTreshold(float)
PhysicsConstraints.setDeactivationAngularTreshold(float)
* Adding keyword arguments to LibLoad
- load_actions (Default: False) Ensures that all actions are loaded. Otherwise, just actions used by objects in the scene are loaded.
- verbose (Default: False) Turns on extra prints (eg SceneName: MyScene).
* Also making error reporting better for when an invalid group/idcode is given.
- 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 allows a user to pass binary data to LibLoad() to load a blend file from memory instead of a file path. I don't know how useful this will be for others, but I've used it so far for:
* Decrypting .blend files and loading them without having to store the .blend on the hard drive
* Pulling .blend data out of an archive and loading it (again skipping the hard drive)
So, it seems the biggest use for this is skipping a bit of file IO (and possibly some security problems).
Example usage:
import bge
with f as open('myfile.blend', 'rb'):
data = f.read()
bge.logic.LibLoad('Name', 'Scene', data)
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.
* 'Export Keying Set' operator works again - a change in the previous commit broke the created code
* Relative Keying Sets don't get their paths shown
* Keying Set paths show options for inserting keyframes too now
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Another attempt at fixing compile troubles, and removed some commented out + obsolete stuff.