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authorMitchell Stokes <mogurijin@gmail.com>2012-12-22 09:38:32 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-12-22 09:38:32 +0400
commit84966c3d0ae2d39fa4e691ed0131d8b94f8785e4 (patch)
tree96f1fbaac1e4b2f151c7726c90b8491a718666c1 /source/gameengine/Converter/CMakeLists.txt
parent8062bcd16f9e91d76dbd074f32b889ce2e0cba84 (diff)
BGE: Committing async LibLoad from Swiss. This does the lib loading in a separate thread to keep the BGE from freezing. Here is an example from the docs:
# Print a message when an async LibLoad is done import bge def finished_cb(status): print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken)) bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
Diffstat (limited to 'source/gameengine/Converter/CMakeLists.txt')
-rw-r--r--source/gameengine/Converter/CMakeLists.txt2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Converter/CMakeLists.txt b/source/gameengine/Converter/CMakeLists.txt
index e9dd97f3821..e01729e156f 100644
--- a/source/gameengine/Converter/CMakeLists.txt
+++ b/source/gameengine/Converter/CMakeLists.txt
@@ -83,6 +83,7 @@ set(SRC
KX_ConvertProperties.cpp
KX_ConvertSensors.cpp
KX_IpoConvert.cpp
+ KX_LibLoadStatus.cpp
KX_SoftBodyDeformer.cpp
BL_ActionActuator.h
@@ -105,6 +106,7 @@ set(SRC
KX_ConvertProperties.h
KX_ConvertSensors.h
KX_IpoConvert.h
+ KX_LibLoadStatus.h
KX_SoftBodyDeformer.h
)