Blender Git Loki
Git Commits -> Revision 573be3e
Revision 573be3e by Dalai Felinto (master) November 22, 2009, 00:01 (GMT) |
BGE: Removing OB prefix from object names - This will break scripts !!!! (also removing AC and ME :: internal changes only) How it works now: whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts) How it was before: It was a mess :) We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators). Justification for the change: Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that. Remaining issues: 1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming) 2) I didn't see the code of dynamic mesh. It may need to be edited as well. |
Commit Details:
Full Hash: 573be3e687c9db985b1cfdb670e038370ba30628
SVN Revision: 24741
Parent Commit: 1dfbf3a
Lines Changed: +14, -19
5 Modified Paths:
/source/gameengine/Converter/BL_BlenderDataConversion.cpp (+4, -5) (Diff)
/source/gameengine/Converter/KX_ConvertActuators.cpp (+0, -3) (Diff)
/source/gameengine/Converter/KX_IpoConvert.cpp (+1, -1) (Diff)
/source/gameengine/GameLogic/SCA_LogicManager.cpp (+3, -3) (Diff)
/source/gameengine/PyDoc/GameTypes.py (+6, -7) (Diff)
/source/gameengine/Converter/KX_ConvertActuators.cpp (+0, -3) (Diff)
/source/gameengine/Converter/KX_IpoConvert.cpp (+1, -1) (Diff)
/source/gameengine/GameLogic/SCA_LogicManager.cpp (+3, -3) (Diff)
/source/gameengine/PyDoc/GameTypes.py (+6, -7) (Diff)