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Release notes version 1.0
Temporary image

Version based on upbge 0.2.5b
No need to change text resolution by script anymore, for example:
# KX_FontObject
own = bge.logic.getCurrentController()
own.resolution = 5- Warning: High resolution can use a lot of memory and may crash.Adding icons to components is very simple, at the beginning of args in components add the key "C_Icons" and the value put the name of the icon you want to insert (like: "C_Icons" : "BLENDER") then use "+" to separate one icon from another.
args = OrderedDict({
"C_Icons" : "BLENDER+QUESTION"
})from bge import *
from collections import OrderedDict
class Component(types.KX_PythonComponent):
# Put your arguments here of the format ("key", default_value).
# These values are exposed to the UI.
args = OrderedDict([
("C_Icons", "BLENDER+QUESTION"),
("Key", "Value")
])
def start(self, args):
# Put your initialization code here, args stores the values from the UI.
# self.object is the owner object of this component.
pass
def update(self):
# Put your code executed every logic step here.
# self.object is the owner object of this component.
passYou can organize your components with components header.
to use create a key: "C_Header 0" value: "HeaderName".
then, if you want to use more than one header in the component, add +1 to the C_Header, ex: "C_Header 0", "C_Header 1", "C_Header 2".
You can put a custom icon in the Header, just add /iconName in key, ex: ("C_Header 0/IconName", "Value").
from bge import *
from collections import OrderedDict
class Component(types.KX_PythonComponent):
# Put your arguments here of the format ("key", default_value).
# These values are exposed to the UI.
args = OrderedDict([
("C_Icons", "BLENDER+QUESTION"),
("C_Header 0", "Parameters"),
("Key", "Value"),
("C_Header 1/SCRIPTWIN", "Parameters With Icon"),
("String", "Value2"),
("Bool", False),
("List", {"ListValue1", "ListValue2", "ListValue3", "ListValue4"})
])
def start(self, args):
# Put your initialization code here, args stores the values from the UI.
# self.object is the owner object of this component.
pass
def update(self):
# Put your code executed every logic step here.
# self.object is the owner object of this component.
passYou can arrange the order of components in the object, created by @Mysticfall and ported to RanGE.
Number of times the sensor will repeat before stopping.
smooth movement implemented in CharacterPhysics.
def start(self, args):
self.character = constraints.getCharacter(self.object)
self.c.walkDirection = [0, 0.1, 0]Good for directing jump movement.

self.character = constraints.getCharacter(self.object)
self.character.jumpDirection = [0, 1, 1]To DO!
Now obstacle Simulation size influences with object Scaling, great for objects instantiated with different sizes.
More mouse inputs
[events.LEFTTHUMBMOUSE]
[events.RIGHTTHUMBMOUSE]
[events.BUTTON6MOUSE]
[events.BUTTON7MOUSE]Image Here! []
now with a new look for better viewing.
Now you can control the layer weight of each layer, allowing for more complex animations.
KX_GameObject.setActionLayerWeight(layer, weight)- Fix Character Physics sliding. (see 98efecd4b9fb297d3fbca9e8dd283eb864a08c09)
- Fix crash when trying to create a texture in texture node. (see 3ad4e7a317f249dff2231b68e7e4216bff36cbda)
- Fix python components does not respect logic flag. (see 50d5d25b9cfe043c2b216ccdf3ddaf42a76c3cd2)
- Fix cubemap seam and normal artefact. (see eafcfe6b99e61328486fd1e23a594aa4ba3af938)
- Fix property value ignored by getScreenRay(). (see f9f8e6adb639ef65be5c4c2c149fec5b4fd50cd0)
- Fix inverted normal issue. (see 6b2e9fe917d917f6a326facac98d380a93e9b9cb)












