Re: [Bf-committers] Removing prefixes from BGE Python objects

2010-10-04 Thread Damir Prebeg
Well, I'm not a developer but IMHO if something needs to be changed (even if it's just for sake of beauty) now is best the time to make all the changes. Or maybe it would be better to do this: wait for the final Blender release and at least 100 working scripts and then start to change things so n

Re: [Bf-committers] Removing prefixes from BGE Python objects

2010-10-04 Thread Knapp
On Tue, Oct 5, 2010 at 1:19 AM, Dalai Felinto wrote: > Hi Mitchell, > I have mixed feelings about it. If the reason for the changes are only and > purely for a matter of 'looking nice" it may be better to put that on hold. > I.e. is there is no need to change the API (therefore to break scripts) w

Re: [Bf-committers] Removing prefixes from BGE Python objects

2010-10-04 Thread Dalai Felinto
Hi Mitchell, I have mixed feelings about it. If the reason for the changes are only and purely for a matter of 'looking nice" it may be better to put that on hold. I.e. is there is no need to change the API (therefore to break scripts) why are we doing it? Taking in account that 2.5 is already chan

Re: [Bf-committers] Removing prefixes from BGE Python objects

2010-10-04 Thread Campbell Barton
Think this is a reasonable improvement but we did agree not to modify the BGE api (with breaking changes), where possible for blender 2.5x. bge.types (formally GameTypes module) was only in 2.48, 2.49 IIRC?, so its probably not going to make anywhere near is much trouble as other changes we made a

[Bf-committers] Removing prefixes from BGE Python objects

2010-10-03 Thread Mitchell Stokes
Hello, I propose that we remove the prefixes such as KX_, SCA_, BL_, etc from the names of the Python objects for the BGE. The benefits include: * The names would be nicer looking * The names would be similar to the bpy api The downside: breaking scripts With Python's duck typing, not very