New BGE World API (I think this is a patch from HG1… Thanks) > We can set ambient color, background color, MIST color (recently there were many threads on the subject) and several mist parameters in real time. Great!
Draw debug shadow box (I tested it and it’s fine!). It’s a patch from panzergame (new commiter for the bge) > We can see the limits (frustum and clipping) of the shadows projected by the sun lamp. Cool!
BGE support more than 2 UV channels (getUV() and setUV() methods improvements). I think it’s also a commit from panzergame.
Work on rigid body joint (not tested)
New method to get desktop resolution… See HG1 comment below
and several other things I don’t mention because I’m not familiar with (LOD, subclassing(Transform a KX_Gameobject into a class object),…) . 2.75 Blender version brings many interesting things for the BGE. Thanks to the developpers!
Sweet!
Many improvement is occured! Thank you developers!
But, I want to know more compatibility issues for overall…For example, the bge module is not included implicitly from 2.74, so I have to add “import bge” to all of my scripts.
getDisplayDimensions() is not a replacement for getWindowWidth() and getWindowHeight().
getDisplayDimensions() return the setted desktop (monitor) resolution from the main display. It is use full for scaling things, eg. if you want to keep the aspect ratio or size of a menu (BGUI) and it is also needed for some shaders. getWindowWidth() returns the actual window size without frame, depending how big you are make them.
It was actually the return of a line that was required for BGE scripts back in the days of Blender 2.25 to the early 2.4x series. It was changed later in the 2.4x series to be imported automatically (and has since been reverted).
Amazing work devs! I always wanted to change the mist color, but it only worked on multi texture mode, not on GLSL, I even wrote a shader for that! So I thank you for the new world API!
Also been wanting to set objects to ghost for a very long time! thank you for this:
The KX_GameObject.suspendDynamics() method now has an optional boolean “ghost” argument, that (when True) disables collision detection. This effectively makes the object a ghost. (4e7ef3f5cd8c)
making a portal-like game with this is much more easier now!
Another fun thing: Lock translation for dynamic objects (cool for 2D games). (Before 2.74, the lock translation buttons were present in the physics panel but it didn’t work, I think)