The rationale is that CharacterJoint should contain all of the joint
state information, and JointVertexTransform should be pretty much devoid
of state so that we don't have to worry about synchronizing it.
JointVertexTransform::_matrix was just a cached/precomputed matrix
that transforms from original vertex positions to animated vertex
positions, so moving it to CharacterJoint doesn't change any engine
functionality.
This also removes the useless lock on recomputing that matrix. It was
useless because it was computing from shared state in CharacterJoint
that wasn't properly synchronized, but this would have to be fixed by
making CharacterJoint pipeline-cycled - a lock won't do.
Without this, the audio might encounter an error, call cleanup()
on itself, and (if in the middle of update()) try to dereference
its recently cleaned-up _sd pointer.
Fixes#230
The rationale for this change is Apple's OpenAL implementation,
which needs a little time after the
`alSourcei(source, AL_BUFFER, 0);`
call before any buffers used by that source are free for deletion.
The defaults in the config variables are such that the OpenAL manager
will attempt to delete a buffer up to 6 times (that is, the original
attempt plus 5 reattempts), with delays of 1ms, 2ms, 4ms, 8ms, and 16ms
before each reattempt - which means it'll wait a grand total of 31ms for
a buffer to be free before assuming that some even greater problem must
be happening and giving up.
This happened when a M_dual transparent object is given the
M_filled_wireframe render attrib. M_dual would copy the transparent
parts of the object to the transparent back-to-front bin, before
the M_filled_wireframe handler could deal with the M_filled_wireframe
flag.
The solution is just to switch the order - let M_filled_wireframe be
dealt with before the transparency code gets a chance to make a copy.
What's being addressed here is the circumstance where an ancestor of
a PlaneNode has a ClipPlaneAttrib that references said PlaneNode.
The code here is just being copied out of LightAttrib, which has the
exact same mode of operation (it nominates a sorted list of on/off
NodePaths) and a compatible structure. LightAttrib has had this problem
in the past, so using the same solution makes sense.
- Fixed deadlock when loading ghost nodes from collision solids and
have non-identity scale applied.
Signed-off-by: deflected <deflected@users.noreply.github.com>
This will help us catch cases wherein we inadvertently create a circular dependency between component libraries. Right now it only checks inheritance and typedefs, but this can be expanded in the future.
Also, sorts the module initialization by dependency topology. This isn't very important right now, but having this guarantee might help when refactoring module initialization in the future.
Typedefs are evidently always considered "fully defined", so we need to add another condition to the database merging code to prefer the type that is marked "global" when merging two types.
Again, all this does is affect the 4-years-disused OTP system, leaving
the CMU system entirely untouched.
This changes the packet formatting in several of distributed's helper
classes.
I imagine very few Panda3D users depend on the message numbers having
particular values. The ones removed belonged to Disney's OTP system,
which hasn't been used by anybody in over 4 years.
At any rate, old code should continue to work, just at the cost of
compatibility between clients and servers running different P3D versions.