On "Add duplicate object" the softbody baking info wasn't freed.
Note: currently the 'baking' stores the entire animation system, which makes further animation refining (or duplicating) useless for a Baked SoftBody. You can even delete the entire anim system. This can be presented as a feature too (saves slow armature stuff). However, I might check on a 'relative' bake too.
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@ -758,6 +758,9 @@ SoftBody *copy_softbody(SoftBody *sb)
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sbn->bspring= NULL;
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sbn->ctime= 0.0f;
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sbn->keys= NULL;
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sbn->totkey= sbn->totpointkey= 0;
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return sbn;
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}
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@ -1189,6 +1189,8 @@ void sbObjectReset(Object *ob)
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int a;
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if(sb==NULL) return;
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if(sb->keys && sb->totkey) return; // only as cpu time saver
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sb->ctime= bsystem_time(ob, NULL, (float)G.scene->r.cfra, 0.0);
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object_update_softbody(ob);
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