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Merge branch 'release/1.10.x'

rdb 5 years ago
parent
commit
515ce931b9

+ 4 - 1
makepanda/makewheel.py

@@ -745,7 +745,10 @@ if __debug__:
             pylib_path = os.path.join(libdir, pylib_arch, pylib_name)
             pylib_path = os.path.join(libdir, pylib_arch, pylib_name)
         else:
         else:
             pylib_path = os.path.join(libdir, pylib_name)
             pylib_path = os.path.join(libdir, pylib_name)
-    whl.write_file('deploy_libs/' + pylib_name, pylib_path)
+
+    # If Python was linked statically, we don't need to include this.
+    if not pylib_name.endswith('.a'):
+        whl.write_file('deploy_libs/' + pylib_name, pylib_path)
 
 
     whl.close()
     whl.close()
 
 

+ 2 - 2
panda/src/collide/collisionHandlerPusher.cxx

@@ -173,8 +173,8 @@ handle_entries() {
                   const CollisionSolid *s2 = sd2._entry->get_into();
                   const CollisionSolid *s2 = sd2._entry->get_into();
                   if (s1 != nullptr &&
                   if (s1 != nullptr &&
                       s2 != nullptr &&
                       s2 != nullptr &&
-                      s1->is_exact_type(CollisionPolygon::get_class_type()) &&
-                      s2->is_exact_type(CollisionPolygon::get_class_type()) &&
+                      s1->is_of_type(CollisionPolygon::get_class_type()) &&
+                      s2->is_of_type(CollisionPolygon::get_class_type()) &&
                       sd._entry->get_into_node_path() ==
                       sd._entry->get_into_node_path() ==
                       sd2._entry->get_into_node_path()) {
                       sd2._entry->get_into_node_path()) {
                     const CollisionPolygon *p1 = DCAST(CollisionPolygon, s1);
                     const CollisionPolygon *p1 = DCAST(CollisionPolygon, s1);

+ 1 - 0
panda/src/glstuff/glGraphicsStateGuardian_src.cxx

@@ -4148,6 +4148,7 @@ end_frame(Thread *current_thread) {
     _current_shader = nullptr;
     _current_shader = nullptr;
     _current_shader_context = nullptr;
     _current_shader_context = nullptr;
   }
   }
+  _state_shader = nullptr;
 #endif
 #endif
 
 
   // Respecify the active texture next frame, for good measure.
   // Respecify the active texture next frame, for good measure.