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authorMitchell Stokes <mogurijin@gmail.com>2014-04-16 12:15:40 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-04-16 12:15:40 +0400
commitd050577176366617bcfdc86f9dd659143e024648 (patch)
treec49f1e246af987551db43b34e445c51850fe62b2 /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parent4769b44bdda7999bb69de9602f10dced3de2affe (diff)
Fix T39445: Async LibLoad Crash
There was some deadlock due to trying manage Python's GIL. Instead of continuing to fight with it, anything needing to call into Python while conversion during lib loading is just delayed until it can be done in the main thread.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index b283330266f..f03f4a91531 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -2874,7 +2874,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
struct Object* blenderobj = gameobj->GetBlenderObject();
int layerMask = (groupobj.find(blenderobj) == groupobj.end()) ? activeLayerBitInfo : 0;
bool isInActiveLayer = (blenderobj->lay & layerMask)!=0;
- BL_ConvertControllers(blenderobj,gameobj,logicmgr, layerMask,isInActiveLayer,converter);
+ BL_ConvertControllers(blenderobj,gameobj,logicmgr, layerMask,isInActiveLayer,converter, libloading);
}
for ( i=0;i<logicbrick_conversionlist->GetCount();i++)
{