Also adds DampedTrackTo to the list of supported constraints in the BGE
Test file:
http://www.pasteall.org/blend/11715
Patch developed as part of a project to NF-UBC Nereus Program.
Development time 'sponsored' by the project.
www.nereusprogram.org
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
[#30059] Shape Keys is gone in Blender if you use Add Object Actuator in BGE
[#30024] Segmentation fault after addObject when using shape keys
[#28683] segfault in shapekey conversion code when running a game (YF, level home) twice
The crash occurred when an action actuator was attached to a non-armature object because objects that aren't armatures do not have pose data. A NotImplementedError is now raised if someone tries to access any of the following with an action actuator attached to a non-armature object:
BL_ActionActuator.channelNames
BL_ActionActuator.getChannel()
BL_ActionActuator.setChannel()
The camera actuator only allows to look the object from its front face.
Given that Blender takes -Y as the default forward orientation, the current
functionality doesn't let a camera to track an actor from behind.
This patch allows for -X and -Y axis tracking. This way a camera over the
shoulders of a character is possible (without resorting to rotate the
mesh/armature original orientation.
- patch reviewed by Campbell Barton, thanks
- remove redundant check in new prop operator which is covered by operators poll func.
- use get_ob_property to get the object prop in BL_ConvertTextProperty() rather then looping for it.
Interface:
http://www.pasteall.org/pic/show.php?id=23785
Simple test file:
http://www.pasteall.org/blend/10616
(I'll commit this to the text suite later)
Code Explanation:
---------------
(1) it adds a toggle to add/remove a "Text" gameproperty.
- internally this property is just another game property (so we can find it within the game.properties lookup).
- the property itself has no 'value', the interface shows the content of ob.data.body instead (why? because gameproperties are per object, while the text is per data).
(2) at BGE converter time it sets the current value of the object.data.body to the ["Text"] property.
(3) if you change object.text (bge text property) it automatically convert ["Text"] to a CStringValue.
*** that means if the original property was a CIntegerValue, it will be converted to CStringValue forever ***
* the only to do I can think of is to add a warning at doversion time if user has ["Text"] property for a Font object *
* when that happens we print a warning in console/popup.*