Angus Hollands (agoose77)
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User Since
Mar 16 2012, 12:05 AM (291 w, 4 d)

Recent Activity

Apr 14 2016

Angus Hollands (agoose77) abandoned D1156: Support messages from Python API.

I think this is a symptom of the lack of event handling at user level in the BGE. That is probably a better objective

Apr 14 2016, 9:08 PM · Game Engine
Angus Hollands (agoose77) resigned from D1329: BGE: New GetConstraints method.
Apr 14 2016, 9:05 PM · Game Engine

Apr 8 2016

Angus Hollands (agoose77) added a comment to T46755: Animation gets broken (needs properer title)..

In your test file (Win10 x64, Blender 2.77a) the animation plays, if not slightly jerkily.

Apr 8 2016, 1:20 AM · Game Engine, Game Animation

Apr 3 2016

Angus Hollands (agoose77) added a comment to T44557: BGE leaves references in memory after quitting.

We need to be sure that after exiting the game, the original sys.modules entries are returned (your patch would leave the python modules dictionary in the same state as a clean blender instance (not preserving running addons etc)

Apr 3 2016, 11:15 PM · Game Engine

Jan 6 2016

Angus Hollands (agoose77) accepted D1690: BGE: Allow access to light shadow settings with python.

Looks good to me. Sorry for late reply.

Jan 6 2016, 9:07 PM · Game Engine

Dec 12 2015

Angus Hollands (agoose77) added a comment to T46959: BGE clear sys.meta_path on exit.

NOTE, this only applies to the embedded player

Dec 12 2015, 4:23 PM · Game Engine
Angus Hollands (agoose77) created T46959: BGE clear sys.meta_path on exit.
Dec 12 2015, 4:23 PM · Game Engine

Oct 29 2015

Angus Hollands (agoose77) added a comment to T43325: getScreenPosition lags behind by a few frames.

I suspect this is because the positions set in Python are those before the motion actuators update the position that is rendered in red.

Oct 29 2015, 7:34 PM · Game Engine
Angus Hollands (agoose77) updated subscribers of T41181: Redesigning Input Controllers/Sensors.
Oct 29 2015, 7:09 PM · Game Engine
Angus Hollands (agoose77) added a comment to rB379a754b83d6: changed volume calculation method for convex hull and triangle meshes, mass….

Shouldn't the above comment be removed now?

Oct 29 2015, 4:35 PM

Oct 26 2015

Angus Hollands (agoose77) accepted D1363: BGE: generic python callback list + replace KX_PythonSeq..

Sounds good.

Oct 26 2015, 3:02 PM · Game Engine

Oct 19 2015

Angus Hollands (agoose77) added inline comments to D1363: BGE: generic python callback list + replace KX_PythonSeq..
Oct 19 2015, 12:01 AM · Game Engine

Sep 13 2015

Angus Hollands (agoose77) updated subscribers of rB09e40a495649: Cleanup: spelling.
Sep 13 2015, 7:43 PM

Jul 31 2015

Angus Hollands (agoose77) added a comment to T45597: AddObject doesn't work with linked objects in Blenderplayer.

Might want to check the conversion stage - BGE internal and external players have different code paths both running the engine and initialising it.

Jul 31 2015, 4:09 PM · Game Data Conversion, Game Engine

Jul 10 2015

Angus Hollands (agoose77) lowered the priority of T45396: Rigid body joint spasms from "Unbreak Now!" to "Normal".

Unbreak now is for pre-release show-stoppers.

Jul 10 2015, 2:13 AM · Game Engine

Jul 8 2015

Angus Hollands (agoose77) updated subscribers of rBe0aeafdf0a22: BGE : Fix light layer check.
Jul 8 2015, 9:03 PM

Jul 3 2015

Angus Hollands (agoose77) added inline comments to D1305: BGE: Change character jumping to char.
Jul 3 2015, 7:52 PM · Game Engine

Jun 19 2015

Angus Hollands (agoose77) closed T35460: Python collision callback as "Resolved".
Jun 19 2015, 9:18 PM · Game Engine
Angus Hollands (agoose77) claimed T35460: Python collision callback.
Jun 19 2015, 9:17 PM · Game Engine

Jun 18 2015

Angus Hollands (agoose77) added a comment to D1331: BGE Cleanup: remove dead code at SetCenterOfMassTransform.

Does this mean I can set a new center of mass in game for a compound rigid body shape?

(I could cry)

Jun 18 2015, 3:32 AM · Game Engine
Angus Hollands (agoose77) added a comment to D1247: BGE : End game python callbacks..

I've said this on IRC, but I'm not a fan of adding more attributes to bge.logic, and I'm not sure that we need this. It is already trivial to support this with Python, and either way one must use a Python controller, so it's not a convenience change.

Jun 18 2015, 1:37 AM · Game Python, Game Engine
Angus Hollands (agoose77) accepted D1239: BGE : Collision mask support in raycast + and raycast cleanup..

Nice work, looks good to me.

Jun 18 2015, 1:35 AM · Game Physics, Game Engine
Angus Hollands (agoose77) added a comment to D1302: BGE: Adding a Max Jumps value to the character physic window.
Jun 18 2015, 1:31 AM · Game Engine
Angus Hollands (agoose77) updated subscribers of D1305: BGE: Change character jumping to char.
Jun 18 2015, 1:29 AM · Game Engine
Angus Hollands (agoose77) accepted D1324: BGE: Fix T38030: wrong vertex index returned by KX_PolyProxy.

Provided it solves the test case, and all pending comments are addressed, I'm happy with this revision.

Jun 18 2015, 1:26 AM · Game Engine
Angus Hollands (agoose77) accepted D1331: BGE Cleanup: remove dead code at SetCenterOfMassTransform.
Jun 18 2015, 1:22 AM · Game Engine
Angus Hollands (agoose77) added a comment to D1356: Node Editor: Draw link lines to ouput nodes dashed.

I hope that I didn't miss a commit in this area, but one of the things we needed to patch for HIVE nodes was support for PyAPI styling of node connections and sockets. There seems already limited support here, but I would hope that any changes in this area aren't just limited to the C API, but rather allow for re-use (if the application requires it) in other nodetrees.

Jun 18 2015, 1:18 AM · Nodes, User Interface

May 26 2015

Angus Hollands (agoose77) added a comment to T44051: Support for Collision.hitPosition Leveraging Sybren's Collsion callback physics code.

Commits can be browsed by cloning the git repository and browsing the commit logs, or here https://www.miikahweb.com/en/blender/git-logs/

May 26 2015, 10:24 PM · Game Logic

May 25 2015

Angus Hollands (agoose77) added a comment to D1311: BGE: get all contact points in collision callback.

I agree

May 25 2015, 6:14 PM · Game Engine
Angus Hollands (agoose77) added a comment to T44051: Support for Collision.hitPosition Leveraging Sybren's Collsion callback physics code.

No, I think that would be unhealthy ;)
There is already some discussion in addition this code to the logic bricks. However, I personally noticed that the information available isn't intuitive. Bullet creates contact points for intersections, and determines their impulse based on a number of factors, which doesn't seem to agree with substeps. Essentially it doesn't seem easy to determine the hit force, or impulse over a collision so that we can compare collision strength - Its not reliable. Furthermore, we only return one contact point at the moment, when in reality there are 2n points (one for each body).
Of of these things stand in the way of getting this done, however we currently have rather larger issues to deal with (just see panzergame's commits on materials).

May 25 2015, 3:10 AM · Game Logic

May 24 2015

Angus Hollands (agoose77) added a comment to T44051: Support for Collision.hitPosition Leveraging Sybren's Collsion callback physics code.

I'm not sure if we should support feature request without any reference or acknowledgement of the code base for fear of simply overloading ourselves with everyone's personal requests. Any ideas?

May 24 2015, 11:57 PM · Game Logic
Angus Hollands (agoose77) added a comment to T43982: scene.addObject and actuator EditObject create objects with the same names.

This isn't really a "bug", rather just a byproduct of the fact that the name is not unique for instances. For this reason, you must access your added objects from the addObject function, or the objectsLastCreated with the addObject actuator.

May 24 2015, 4:27 PM · Game Engine, Game Logic
Angus Hollands (agoose77) added a comment to T41879: Game physics - show potential colliders.

The data will be cleared if the addon is enabled at a later point by the user. I can optionally clear all data pre-save operations.
There is no way to detect updates to Game settings, as they do not trigger updates to the depsgraph. Any other suggestions?

May 24 2015, 4:25 PM · Addons

May 17 2015

Angus Hollands (agoose77) closed T43990: BGE python thread or socket problem: script stopped between 2 lines as "Invalid".
May 17 2015, 3:00 PM · Game Engine
Angus Hollands (agoose77) added a comment to T43990: BGE python thread or socket problem: script stopped between 2 lines.

I've read through the code, and It's too hard to follow and quickly find a solution.
However, it seems pretty clear that this is simply a threading issue, which is probably due to a lock somewhere being held (or another thread taking all the processing). It's hard to discern from this file, but I've happily used threads in my own projects with no issue (TCP).

May 17 2015, 2:59 PM · Game Engine

May 15 2015

Angus Hollands (agoose77) raised the priority of T43761: Changing vertex position creates permanent lag in rasterizer and cpu. from "Low" to "Normal".

This has been noticed before, we should look at this at some point (i.e, not low)

May 15 2015, 7:57 PM · Game Engine
Angus Hollands (agoose77) updated subscribers of T42356: Changing vertex color alpha has no effect on transparency when using GLSL shading.

Can this be closed?

May 15 2015, 5:02 PM · Game Engine
Angus Hollands (agoose77) updated subscribers of T42968: BGE not recording all object of simulation.

Without a test file, we cannot easily reproduce the issue. Furthermore, this is now an older version of Blender, so we cannot guarantee the bug. Please confirm the bug and upload a test file, or we will close this report (in about a week)

May 15 2015, 5:01 PM · Game Engine
Angus Hollands (agoose77) added a comment to D1298: BGE: Extend Python API for KX_BlenderMaterial (specular, diffuse…).

The tilte "BGE : Fix forgetting of material diffuse, specular color ect… in KX_BlenderMaterial" sounds bad for me.
For me "BGE : Fix: Add forgotten material API for diffuse, specular color ect… in KX_BlenderMaterial" sounds better.
Talk to agoose77 about a better title.

I only style and code checked it. I don't make a compile or other tests.

May 15 2015, 4:59 PM · Game Engine

May 13 2015

Angus Hollands (agoose77) created T44689: New Depsgraph crash.
May 13 2015, 12:28 AM · BF Blender

May 8 2015

Angus Hollands (agoose77) accepted D1269: BGE : Fix crash during physics mesh update..

Besides grammar, looks good to me. However, this does require very careful testing, so I'd like to hear some reports of tests with LibLoad and duplis, or a windows build I can test on, if that's not possible (my build env is currently non functional).

May 8 2015, 9:23 PM

May 6 2015

Angus Hollands (agoose77) added inline comments to D1240: BGE : KX_VertexProxy support for more than 2 UV channel..
May 6 2015, 10:37 PM
Angus Hollands (agoose77) added a comment to D1240: BGE : KX_VertexProxy support for more than 2 UV channel..

Inline comments

May 6 2015, 10:29 PM

May 5 2015

Angus Hollands (agoose77) added a comment to D1156: Support messages from Python API.

This is a nearly direct copy of the message sensor. However, it might be best to support a python proxy for messages and also expose that to the PyAPI, but it adds weight to the class. Ill take a look later.

May 5 2015, 2:23 PM · Game Engine

May 3 2015

Angus Hollands (agoose77) updated subscribers of T44557: BGE leaves references in memory after quitting.

We get into a heap of trouble (excuse the pun) because of persistent Python interpreter state, not only for internal objects, but also imported modules (any modules with mutable state that were imported before the engine was run will not be cleared after exit). This can be worked around, but it's a reflection of the issues observed.

May 3 2015, 4:54 PM · Game Engine
Angus Hollands (agoose77) added inline comments to D1239: BGE : Collision mask support in raycast + and raycast cleanup..
May 3 2015, 3:00 PM · Game Physics, Game Engine
Angus Hollands (agoose77) added a comment to D1239: BGE : Collision mask support in raycast + and raycast cleanup..

Comments inlined.

May 3 2015, 1:45 PM · Game Physics, Game Engine

Apr 28 2015

Angus Hollands (agoose77) updated subscribers of T44461: Crash and file corruption after calc_normals_split, calc_tessface execution..

In the interests of partial recovery of corrupted files, is it possible to abort loading of corrupted data blocks, such that only unmodified assets are loaded?

Apr 28 2015, 12:12 AM · BF Blender

Apr 23 2015

Angus Hollands (agoose77) added a comment to D1253: BGE : fix bugs with physics collision mask/group.

Provided no edge-cases have been discovered, I'm happy with this for now :)

Apr 23 2015, 7:40 PM

Apr 18 2015

Angus Hollands (agoose77) accepted D1243: BGE : Support for collision group/mask from the api + activated on EndObject..

Looks good. Unfortunate that we cannot use cleanProxyFromPairs, but it doesn't seem to have the intended effect here.

Apr 18 2015, 2:53 PM · Game Engine, Game Physics

Apr 17 2015

Angus Hollands (agoose77) added a comment to D1243: BGE : Support for collision group/mask from the api + activated on EndObject..

Fix bug with collision group/mask in the first frame, better solution.

Apr 17 2015, 8:53 PM · Game Engine, Game Physics
Angus Hollands (agoose77) updated D1243: BGE : Support for collision group/mask from the api + activated on EndObject..
Apr 17 2015, 8:18 PM · Game Engine, Game Physics
Angus Hollands (agoose77) added a comment to D1243: BGE : Support for collision group/mask from the api + activated on EndObject..

Might also want to make some note somewhere about the modified endObject behaviour,

Apr 17 2015, 7:53 PM · Game Engine, Game Physics

Apr 16 2015

Angus Hollands (agoose77) added a comment to T41879: Game physics - show potential colliders.

Fix for some mistakes in the previous version

Apr 16 2015, 7:50 PM · Addons

Apr 15 2015

Angus Hollands (agoose77) added a comment to D1239: BGE : Collision mask support in raycast + and raycast cleanup..

A few points.

Apr 15 2015, 8:09 PM · Game Physics, Game Engine

Apr 7 2015

Angus Hollands (agoose77) added a comment to T43537: ImageMirror doesn't work in BlenderPlayer with quadbuffered.

The patch seems good from my end, and HG1, can this be comitted?

Apr 7 2015, 6:40 PM · Game Engine
Angus Hollands (agoose77) reopened T43537: ImageMirror doesn't work in BlenderPlayer with quadbuffered as "Open".
Apr 7 2015, 6:39 PM · Game Engine
Angus Hollands (agoose77) added a comment to D1222: BGE : addObject in python without reference object..

If the other argument can be omitted, I'd rather see it as an optional argument.

Apr 7 2015, 2:30 PM · Game Engine
Angus Hollands (agoose77) closed T43537: ImageMirror doesn't work in BlenderPlayer with quadbuffered as "Resolved".
Apr 7 2015, 2:26 PM · Game Engine

Mar 31 2015

Angus Hollands (agoose77) added a comment to T43537: ImageMirror doesn't work in BlenderPlayer with quadbuffered.

Sorry, in the middle of a crunch period I forgot to reply. It's working for our test machine, thanks Benoit!

Mar 31 2015, 1:54 PM · Game Engine

Mar 5 2015

Angus Hollands (agoose77) added a comment to D1156: Support messages from Python API.

I'm missing motivation for this change. Who would use this, and in what kind of situation? How will this change impact performance? As far as I see, all messages (so bodies + headers) are copied, even when a game doesn't use this new feature.

Mar 5 2015, 12:21 PM · Game Engine

Mar 3 2015

Angus Hollands (agoose77) added a comment to D1156: Support messages from Python API.

Additional changes:
py_repr doesn't need to be virtual - this is not going to be inherited from.
whitespace fixes for KX_Scene

Mar 3 2015, 6:45 PM · Game Engine
Angus Hollands (agoose77) retitled D1156: Support messages from Python API from to Support messages from Python API.
Mar 3 2015, 2:49 PM · Game Engine

Feb 28 2015

Angus Hollands (agoose77) added a comment to T32292: Add move buttons for game properties.

Thanks Brita - I thought it better practice to separate that behaviour from the implementation, but perhaps it's not an issue.

Feb 28 2015, 8:27 PM · BF Blender, User Interface
Angus Hollands (agoose77) added a comment to T32292: Add move buttons for game properties.

Made requested changes, included license block.

Feb 28 2015, 4:37 PM · BF Blender, User Interface
Angus Hollands (agoose77) added a comment to T32292: Add move buttons for game properties.
Feb 28 2015, 4:24 PM · BF Blender, User Interface

Feb 27 2015

Angus Hollands (agoose77) added a comment to T32292: Add move buttons for game properties.
Feb 27 2015, 1:14 AM · BF Blender, User Interface

Feb 26 2015

Angus Hollands (agoose77) added a comment to T32292: Add move buttons for game properties.

After reviewing my patch, I have made some changes to improve code quality.
namely, simplifying iterators, removing essentially a duplicate operator (single semantic difference) and attempting to use a more conventional operator name. As I am not at home, I am currently unable to produce a patch for this, but I can attach the reviewed file.

Feb 26 2015, 2:56 PM · BF Blender, User Interface

Feb 23 2015

Angus Hollands (agoose77) added a comment to D1091: BGE : Remove unused attribute m_bSuspendDynamics and new game object python attribute.

For these particular attributes, I'd be inclined to add an error message if the object does not have a controller using PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller") as we do for the collision margin and apply impulse. This should probably be added to existing attributes elsewhere, but at least we can be consistent from this point onwards.

Feb 23 2015, 4:09 PM

Feb 11 2015

Angus Hollands (agoose77) added a comment to rB0eb5674c9131: Depsgrpah: Move evaluation time into EvaluationCOntext.

There's a typo in the ctime definition comment - "/* evlauaiton time */" should read "/* evaluation time */"!

Feb 11 2015, 3:56 PM
Angus Hollands (agoose77) accepted D1091: BGE : Remove unused attribute m_bSuspendDynamics and new game object python attribute.

I think that having so many syllables in a name (and of such length) is not the best direction.
isSuspended seems inline with the actuators currently exposed for this feature.

Feb 11 2015, 2:02 AM

Feb 6 2015

Angus Hollands (agoose77) added a comment to T43537: ImageMirror doesn't work in BlenderPlayer with quadbuffered.

Unfortunately in blender player, it is using the active camera, not the mirror plane camera added at runtime. Only fails with quad buffer on a machine which supports it afaict

Feb 6 2015, 11:24 AM · Game Engine

Feb 2 2015

Angus Hollands (agoose77) added a comment to T43537: ImageMirror doesn't work in BlenderPlayer with quadbuffered.

I also expect that quadbuffer will fall back to no-stereo in the case that no quadbuffer capable card is present, which is why I do not see this on my machine.

Feb 2 2015, 10:59 PM · Game Engine
Angus Hollands (agoose77) created T43537: ImageMirror doesn't work in BlenderPlayer with quadbuffered.
Feb 2 2015, 10:47 PM · Game Engine

Jan 29 2015

Angus Hollands (agoose77) added a comment to D926: BGE physics: When colliding, report first contact point to Python.

On a slightly related note, would someone mind checking whether my suspicions of a bug are correct? I am concerned that sensor objects register with collision sensors when they have collision callbacks.
Personally speaking, I think we should break the existing API given that I suspect its usage is quite rare, and those who do will be aware of the necessary changes.

Jan 29 2015, 8:01 PM · Game Physics

Jan 15 2015

Angus Hollands (agoose77) added a comment to D926: BGE physics: When colliding, report first contact point to Python.

Initial glance looks good to me. Having tested this, do you find the reported point is sensible? I've written a patch for providing contact data, but I noticed that unusual values were sometimes reported, most specifically the collision impulse.

Jan 15 2015, 4:34 PM · Game Physics

Sep 19 2014

Angus Hollands (agoose77) created T41879: Game physics - show potential colliders.
Sep 19 2014, 11:55 PM · Addons

Jul 30 2014

Angus Hollands (agoose77) added a comment to T38030: KX_PolyProxy has incorrect getVertexIndex results.

Originally, the commit by Campbell appeared to break things. Since then the issue has disappeared, so I think this can be closed!

Jul 30 2014, 5:15 PM · Game Engine

Jul 28 2014

Angus Hollands (agoose77) created T41217: Delete active camera crash.
Jul 28 2014, 5:20 AM · Game Engine

Jul 4 2014

Angus Hollands (agoose77) added a comment to T33564: Character physics type has no obstacle simulation.

It is part of recast and detour, and required in order for the player to be avoided by pathfinding obstacles. I don't see why it shouldn't be supported without looking at the code first.

Jul 4 2014, 11:43 PM · Game Engine, Game Physics

Jul 2 2014

Angus Hollands (agoose77) added a comment to T40912: Collision Callbacks Don't Work if Set Directly.

To fix, duplicate the registration code from the get method into the set method.
I suggested just that above, it is a bug, and hopefully fixed soon

Jul 2 2014, 8:18 PM · Game Python, Game Engine
Angus Hollands (agoose77) updated subscribers of T40912: Collision Callbacks Don't Work if Set Directly.

The callback is designed to register for collisions if the value is read. (obj.collisionCallbacks.append first reads the value then writes). Directly setting circumvents the registration call.

Jul 2 2014, 4:40 AM · Game Python, Game Engine

Jun 5 2014

Angus Hollands (agoose77) closed T40454: Soft body render misses as "Resolved".

Tested in build bot, problem no longer exists.

Jun 5 2014, 3:38 AM · Game Engine, Game Physics

Jun 4 2014

Angus Hollands (agoose77) added a comment to T35917: Support parent relationship dynamics after restore.

When included in a test build, it did cause a crash. I'm not sure if this was the fault of the patch, however

Jun 4 2014, 7:39 AM · Game Engine

Jun 1 2014

Angus Hollands (agoose77) added a comment to T40454: Soft body render misses.

Jun 1 2014, 5:11 AM · Game Engine, Game Physics
Angus Hollands (agoose77) reopened T40454: Soft body render misses as "Open".
Jun 1 2014, 5:10 AM · Game Engine, Game Physics
Angus Hollands (agoose77) updated subscribers of T40402: addObject() 'time' parameter inconsistent.

I feel that whilst this is a valid argument, there are already enough inconsistencies in the engine timing design as it is, and we should address them asap.

Jun 1 2014, 5:07 AM · Game Engine

May 25 2014

Angus Hollands (agoose77) added a comment to T40277: Gamekit 2.

By an unfortunate coincidence there Is a book with the same name as a BGE of spin (Gamekit). Here we talk about the book I believe

May 25 2014, 2:15 PM · Game Engine

May 24 2014

Angus Hollands (agoose77) updated subscribers of T38823: Shadows + Occluders Severely Drop Framerate.

I find that when the plane covers the spheres, and the lamps are placed above it, the occluder is far slower than the no-collision setting. This doesn't seem to be the case when deleting the sun lamp

May 24 2014, 9:02 PM · Game Engine, Game Rendering
Angus Hollands (agoose77) updated subscribers of T40277: Gamekit 2.

The door is detecting collisions with the floor. This is a bug in the file, seemingly. The floor should not have the Actor flag enabled, or alternatively, the player should have a property which is filtered by the door, or use collision groups

May 24 2014, 8:35 PM · Game Engine

May 22 2014

Angus Hollands (agoose77) closed T32059: VideoTexture breaks with added scenes as "Resolved".

I cannot reproduce this, although my steps are not clear. Closed for now.

May 22 2014, 8:14 PM · Game Engine, Game Rendering

May 18 2014

Angus Hollands (agoose77) added a comment to T39302: BGE Textures and custom class objects.

We should really not be using strings in the engine in this manner, in the same way that we should not be looking up data by name (TODO for any developers)

May 18 2014, 11:57 PM · Game Engine

Apr 30 2014

Angus Hollands (agoose77) updated subscribers of T39604: using SetParent disables timeOffset.

I don't think that this is a "bug", more of a result of how the slow parenting code is implemented - parent relations in the Blender editor which have a time offset value are assigned slow parent relationships, which are handled differently to other parent relations, and we don't offer the ability to create a slow parent relation in the BGE at runtime. Possible solutions:

Apr 30 2014, 9:49 PM · Game Engine
Angus Hollands (agoose77) added a comment to T39399: Import concurrent.futures in a python script cause error "atexit" on blenderplayer.

That's because (IIRC) of how the BGE finishes with the Python environment when the internal player exits. It shouldn't exist in the external player (I don't think)

Apr 30 2014, 9:46 PM · Game Engine, Python
Angus Hollands (agoose77) closed T39493: Messages on multiple collisions as "Invalid".

This isn't a bug. It's a design of the system - logic brick sensors are only triggered once per update. If you want to handle multiple collisions, iterate over the hitObjects or read the number of messages in the subjects attribute of the sensor.

Apr 30 2014, 9:42 PM · Game Engine
Angus Hollands (agoose77) closed T39960: Update Scenegraph patch rasterizer batching optimizations, as "Invalid".

This isn't a bug, and hence not the place to post this. If you post on BA, someone will respond :)

Apr 30 2014, 9:38 PM · Game Engine

Apr 28 2014

Angus Hollands (agoose77) updated subscribers of T39399: Import concurrent.futures in a python script cause error "atexit" on blenderplayer.

This is caused (I believe) by the main thread exiting before the other threads close, so all references become None.
I have the same *issue* in my multi-player system which spawns threads.

Apr 28 2014, 10:57 PM · Game Engine, Python
Angus Hollands (agoose77) attached 0 file(s) of 1: F86221: physics_type.patch

New file fixes ugly code from before (we can just make use of blenderobject->body_type), and ensures all objects (not just physics objects) are considered.
Also includes isActor and isGhost.
Renames record_animation to recordAnimation to keep style conventions.

Apr 28 2014, 2:37 AM · Game Engine

Apr 27 2014

Angus Hollands (agoose77) updated subscribers of T39302: BGE Textures and custom class objects.

The objects share materials, and textures, hence any replacement texture would (I believe) be shared among them. You could try using LibNew to create a new mesh, and see what happens then

Apr 27 2014, 11:00 PM · Game Engine
Angus Hollands (agoose77) attached 0 file(s) of 1: F86204: callback_data.patch

Modified previous patches to avoid random containers and use correct dt.
This now is a final patch.

Apr 27 2014, 10:58 PM · Game Engine