Removing Blender Game Engine from Blender 2.8

Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
This commit is contained in:
Dalai Felinto
2018-04-16 14:07:42 +02:00
parent 28b996a9d2
commit 159806140f
876 changed files with 228 additions and 193524 deletions

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@@ -1,73 +0,0 @@
# This script must be assigned to a python controller
# where it can access the object that owns it and the sensors/actuators that it connects to.
import bge
# support for Vector(), Matrix() types and advanced functions like Matrix.Scale(...) and Matrix.Rotation(...)
# import mathutils
# for functions like getWindowWidth(), getWindowHeight()
# import Rasterizer
def main():
cont = bge.logic.getCurrentController()
# The KX_GameObject that owns this controller.
own = cont.owner
# for scripts that deal with spacial logic
own_pos = own.worldPosition
# Some example functions, remove to write your own script.
# check for a positive sensor, will run on any object without errors.
print("Logic info for KX_GameObject", own.name)
input = False
for sens in cont.sensors:
# The sensor can be on another object, we may want to use it
own_sens = sens.owner
print(" sensor:", sens.name, end=" ")
if sens.positive:
print("(true)")
input = True
else:
print("(false)")
for actu in cont.actuators:
# The actuator can be on another object, we may want to use it
own_actu = actu.owner
print(" actuator:", actu.name)
# This runs the actuator or turns it off
# note that actuators will continue to run unless explicitly turned off.
if input:
cont.activate(actu)
else:
cont.deactivate(actu)
# Its also good practice to get sensors and actuators by name
# rather then index so any changes to their order wont break the script.
# sens_key = cont.sensors["key_sensor"]
# actu_motion = cont.actuators["motion"]
# Loop through all other objects in the scene
sce = bge.logic.getCurrentScene()
print("Scene Objects:", sce.name)
for ob in sce.objects:
print(" ", ob.name, ob.worldPosition)
# Example where collision objects are checked for their properties
# adding to our objects "life" property
"""
actu_collide = cont.sensors["collision_sens"]
for ob in actu_collide.hitObjectList:
# Check to see the object has this property
if "life" in ob:
own["life"] += ob["life"]
ob["life"] = 0
print(own["life"])
"""
main()

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@@ -1,27 +0,0 @@
# This module can be accessed by a python controller with
# its execution method set to 'Module'
# * Set the module string to "gamelogic_module.main" (without quotes)
# * When renaming the script it MUST have a .py extension
# * External text modules are supported as long as they are at
# the same location as the blendfile or one of its libraries.
import bge
# variables defined here will only be set once when the
# module is first imported. Set object specific vars
# inside the function if you intend to use the module
# with multiple objects.
def main(cont):
own = cont.owner
sens = cont.sensors['mySensor']
actu = cont.actuators['myActuator']
if sens.positive:
cont.activate(actu)
else:
cont.deactivate(actu)
# dont call main(bge.logic.getCurrentController()), the py controller will

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@@ -1,17 +0,0 @@
import bge
def main():
cont = bge.logic.getCurrentController()
own = cont.owner
sens = cont.sensors['mySensor']
actu = cont.actuators['myActuator']
if sens.positive:
cont.activate(actu)
else:
cont.deactivate(actu)
main()