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author | Mitchell Stokes <mogurijin@gmail.com> | 2014-04-16 12:15:40 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-04-16 12:15:40 +0400 |
commit | d050577176366617bcfdc86f9dd659143e024648 (patch) | |
tree | c49f1e246af987551db43b34e445c51850fe62b2 /source/gameengine/Converter/BL_BlenderDataConversion.cpp | |
parent | 4769b44bdda7999bb69de9602f10dced3de2affe (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.cpp | 2 |
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++) { |