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Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Jun 08, 2010 3:56 pm
by Matten
Chronos wrote:stop being lazy

It's not lazy, it's handy. Otherwise you have to put in the description of the scene: "To input an object first put it on the ground and then change it's collideSet to CE, then...". And I don't think that would come a popular scene, only because of this.

Rideg wrote:I almost never use lasers with 127 as a collision group.

It's just an example, not a real story.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Jun 08, 2010 4:31 pm
by Rideg
What I meant is that you could set the laser default collision group to a custow one. In my case that would be 64.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Jun 08, 2010 4:51 pm
by Chronos
Matten wrote:
Chronos wrote:stop being lazy

It's not lazy, it's handy.

You know what else is handy? An elephant button.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Jun 08, 2010 4:53 pm
by Matten
elephant button? :wtf:

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Jun 08, 2010 5:35 pm
by Chronos
Yes, so whenever I need to make an elephant, I can just click that button instead of building it myself. Sure, it might be useless, but it's helpful to me.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Jun 08, 2010 7:32 pm
by xplane80
Now that is an amazing idea Chronos. The best I've ever read!

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Jun 09, 2010 7:41 am
by Matten
But I think the default function would be more usefull as an elephant button.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Jun 09, 2010 12:16 pm
by Chronos
Nope. It will be helpful to me, so I want it in.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Jun 09, 2010 3:50 pm
by Rideg
yeah but a default function would be helpful to multiple users.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Jun 09, 2010 4:14 pm
by Chronos
It would be helpful to a few. The others aren't lazy. Besides, you would have to go to the options menu when you're done and change it back anyway, or keep changing it back to A when you don't need it. It's not very practical.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Jun 09, 2010 5:17 pm
by Rideg
:lol: yes it is. If you don't want to use every collision group as a default you can change it to any collision group.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Jun 09, 2010 5:55 pm
by Chronos
You don't use every collision group as default. You use A.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Jun 09, 2010 8:08 pm
by Rideg
on lasers??? :problem:

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Jun 09, 2010 8:24 pm
by Chronos
Ok, I didn't hear you say lasers. Just disable them. It's not that hard. Besides, when I use lasers, I have them on every group more often than not.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Jun 09, 2010 8:40 pm
by Rideg
Didn't hear but read :P sorry just had to.

Well back to point I just think it would give the user a little more management over the program so you could customize it after how you would use Algodoo. ;)

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Sep 21, 2010 4:51 pm
by tatt61880
Since v1.7.5,
There are new function Scene.moveWorld.
This function is similar to Scene.moveToOrigo.

For example,
Code: Select all
Scene.moveWorld([1, 0])
will move the whole current scene rightward just 1m.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Sep 21, 2010 9:08 pm
by Rideg
w00t? like move all object to the right?

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Sep 22, 2010 8:53 am
by Mystery
Yes also No, it could just be moving the point of origin [0.0, 0.0] :D We will never know.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Sep 22, 2010 10:04 am
by Chronos
Actually, you can know. Just move the world to the left about 50 units, then go to the world origin. If the scene is still in the origin, it moves the origin. Otherwise, it moves the objects.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Sep 22, 2010 12:51 pm
by Mystery
Well if it doesn't move the camera (Like you are suggesting) then it's neither.
AFAIK The way thyme works, the only way this would work is by moving all the objects.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Wed Sep 22, 2010 5:08 pm
by tatt61880
Sorry but new another command.

New function "Bench_Steps" was added at v1.8.
This function will be used for benching purpose.

For example, in my PC, with the scene Algodoo/scenes/official/Cause and effect.phz,
> Bench_Steps(1000)
1000 steps took 2.5950012 seconds.
:D

---
Next variable is also useful.
GUI.sliderLabelPrecisionOffset = 0, default = 0. Higher values gives more significant digits in the slider labels
(NOTE: This variable exists since v1.7.6)

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Mon Oct 04, 2010 7:38 pm
by Paradigm 29
Have all the new variables been edited into the original post?
Rather, can someone (tatt) edit the original post to include all of the new variables and commands? :D

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Oct 05, 2010 7:54 pm
by tatt61880
Paradigm 29 wrote:Have all the new variables been edited into the original post?
Rather, can someone (tatt) edit the original post to include all of the new variables and commands? :D


I've made a variable table for you! :D
The table has all variables/commands which is in v1.8.0. (except for geom variables.)
Algodoo wiki: Thyme

I don't have a plan to make a geom variables list, sorry.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Oct 05, 2010 8:42 pm
by Paradigm 29
Thanks. I'll be sure to look on the wiki from now on.

Re: [Thyme][1.5.61]Thyme Command/Variables List

PostPosted: Tue Oct 05, 2010 8:49 pm
by electronicboy
okay, what on earth does SPH.SetClassicSPH do?