Previously, this behaviour was available only for sensors
that were not connected to any active state, which was
forcing the game designer to duplicate sensors in some
cases.
For example the Always sensors used to initialize the
states needed to be duplicated for each state. With this
patch, a single Always sensor with Level option enabled
will suffice to initialize all the states.
A Python controller can determine which sensor did trigger
with the new SCA_ISensor::isTriggered() function.
Notes:
- When a sensor with level option enabled is connected
to multiple controllers, only those of newly activated
states will be triggered. The controllers of already
activated states will receive no trigger, unless the
sensor internal state toggled, in which case all the
controllers are triggered as always.
- The old isPositive() function returns the internal
state of the sensor, positive or negative; the new
isTriggered() function returns 1 only for sensors
that generated an event in the current frame.
* 2 returning errors without exception set another return None instead of NULL.
* a missing check for parent relation
* BPY matrix length was incorrect in matrix.c, this change could break some scripts, however when a script expects a list of lists for a matrix, the len() function is incorrect and will give an error. This was the only thing stopping apricot game logic running in trunk.
Also added a function for GameObjects - getAxisVect(vec), multiplies the vector be the objects worldspace rotation matrix. Very useful if you want to know what the forward direction is for an object and dont want to use Blender.Mathutils which is tedious and not available in BlenderPlayer yet.
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu