blender/source/gameengine/Expressions
Campbell Barton df01af5a1f Methods didn't check for zombies which could crash in the case where a method for an object is kept.
func = ob.getMass
 ...remove ob...
 func() # crash

2 More refcount fixes spotted by Benoit too
2009-05-09 18:18:04 +00:00
..
BoolValue.cpp BGE C++ API 2009-04-22 14:42:00 +00:00
BoolValue.h use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
CMakeLists.txt Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
ConstExpr.cpp use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
ConstExpr.h use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
EmptyValue.cpp BGE C++ API 2009-04-22 14:42:00 +00:00
EmptyValue.h use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
ErrorValue.cpp use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
ErrorValue.h use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
EXP_C-Api.cpp Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
EXP_C-Api.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
Expression.cpp Various mem leaks related to CValue reference count fixed 2008-03-01 19:46:50 +00:00
Expression.h
FloatValue.cpp BGE C++ API 2009-04-22 14:42:00 +00:00
FloatValue.h use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
IdentifierExpr.cpp Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
IdentifierExpr.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
IfExpr.cpp
IfExpr.h
InputParser.cpp error in last commit 2009-04-29 23:59:59 +00:00
InputParser.h use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
IntValue.cpp BGE C++ API 2009-04-22 14:42:00 +00:00
IntValue.h use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
KX_HashedPtr.cpp Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_HashedPtr.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_Python_dynamic.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_Python_static.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
KX_Python.h Patch from GSR that a) fixes a whole bunch of GPL/BL license 2008-04-16 22:40:48 +00:00
ListValue.cpp More refcount errors spotted by Benoit, one with python getting a list item so scene.objects["OBfoo"] would always mess up refcounts. 2009-05-09 17:24:21 +00:00
ListValue.h BGE Python API 2009-04-20 23:17:52 +00:00
Makefile converted my gen_utils.h fix to PyObjectPlus.h 2008-09-06 14:13:31 +00:00
Operator1Expr.cpp
Operator1Expr.h
Operator2Expr.cpp
Operator2Expr.h
PyObjectPlus.cpp BGE Python owned proxies had a problem being decref'd twice, this would crash on freeing KX_Vertex/Poly Proxy types when python was compiled with debug options enabled. 2009-05-07 22:06:27 +00:00
PyObjectPlus.h Methods didn't check for zombies which could crash in the case where a method for an object is kept. 2009-05-09 18:18:04 +00:00
SConscript SCons: 2009-02-15 23:26:00 +00:00
StringValue.cpp BGE C++ API 2009-04-22 14:42:00 +00:00
StringValue.h use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
Value.cpp BGE performance: use inline function as much as possible in scenegraph and logic to avoid function call. 2009-05-03 21:51:57 +00:00
Value.h BGE performance: use inline function as much as possible in scenegraph and logic to avoid function call. 2009-05-03 21:51:57 +00:00
VectorValue.cpp BGE C++ API 2009-04-22 14:42:00 +00:00
VectorValue.h use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00
VoidValue.h use long long rather then int for storing game logic properties. 2009-04-12 06:41:01 +00:00