Now sounds that stopped playing but are still kept in the device can be differentiated from paused sounds with this state.
This should also fix the performance issues mentioned in [#36466] End of SequencerEntrys not set correctly.
Please test if sound pausing, resuming and stopping works fine in the BGE and sequencer, my tests all worked fine, but there might be a use case that needs some fixing.
This is getting confused, why bevel is handled different
for 2D and 3D curves?
Anyway, made bevel work for 2D case nice again, but it's
probably nice to unify 2D and 3D cases.
Namely, it caused nodes be adding to the pool multiple times.
Returned spin back, but use it only in cases node valency is
zero. So now valency is decreasing without any locks, then
if it's zero spin lock happens, node color (which indicates
whether node is scheduled or not) happens. Actual new task
creation happens outside of locks.
This might sound a bit complicated, but it's straightforward
code which is free from any thread synchronization latency.
Fix: to swap the drawing order for the warp mesh polygon
The code was drawing CW instead of CCW.
It would work in some cases where the drawing flags would allow for the
back faces to be visible.
More specifically the alternative fix were:
glDisable ( GL_CULL_FACE );
glFrontFace( GL_CW );
Bug originally reported in the small_planetarium mailing list.
This bug fix was a comissioned job by a group who prefer not to be
credited. Thanks regardless.
- allow negative index values.
- error when invalid index value are passed in.
- remove last item if no index argument is given.
also change behavior to remove the material slot, it was only clearning by default but the list length remained the same.
Particle system code used global variable to sort hair by orig index,
which is not safe for threading at all.
Replaced this with usage of reentrant version of qsort, which is
now implemented in BLI. It was moved from recast navigation code
to BLI, so more areas could use it (if needed).
This replaces code (pseudo-code):
spin_lock();
update_child_dag_nodes();
schedule_new_nodes();
spin_unlock();
with:
update_child_dag_nodes_with_atomic_ops();
schedule_new_nodes();
The reason for this is that scheduling new nodes implies
mutex lock, and having spin around it is a bad idea.
Alternatives could have been to use spinlock around
child nodes update only, but that would either imply having
either per-node spin-lock or using array to put nodes
ready for update to an array.
Didn't like an alternatives, using atomic operations makes
code much easier to follow, keeps data-flow on cpu nice.
Same atomic ops might be used in other performance-critical
areas later.
Using atomic ops implementation from jemalloc project.
Some places like proxy rebuild didn't increent
custom shape user counter which lead to user
decrement errors later when freeing pose channels.
Try to keep custom object counter relevent, but
some corner cases might still be missing.
Official linux builds are linking against jemalloc,
and in the own branch i'm using some of it's code.
License files location could be changed a bit later
(i.e. make it so all the license files are in the
single folder, not in the root of the blender distro).