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Lou Montalvo authored
* Fixed console::internal::handle_input() so it only processes non-repeat key press events * Fixed Instance::move_wrap() so it actually works ! Now it also works with negative margins * Changed the engine event loop so that internal::handle_sdl_events() only handles keyboard events that are presses or releases, not repeats ! Repeats are now handled by kb::internal::handle_repeats() which is called after handle_sdl_events() in conjunction with kb::internal::handle_input() which keeps track of which keys are pressed * Changed kb::append_input() to allow passing nullptr as the output string * Changed PhysicsBody::get_inertia() to not call btCollisionShape::calculateLocalInertia() when the shape type is E_PHYS_SHAPE::NONE since it segfaults on Windows * Changed the bind() console command Python binding to return an error if no bind with the given name exists * Fixed the bee.Room().add_instance() Python binding to allow setting the Instance name * Fixed console drawing when the engine is in 3D mode * Implemented key repeat handling for ObjUITextEntry * Updated build.bat to use %executable% instead of the game vars * Updated package.sh to parse config.json for naming the output file + Added start.sh generation to package.sh so that the executable can be ran easily even if it's interpreted as a shared library * Changed dynamic library packaging back to using ldd * Changed cpython packaging to only copy ./lib/cpython/Lib/ * Changed the tar output checkpoint in package.sh to be slower