forked from bartvdbraak/blender
BGE: allow using dynamic loaded mesh in replaceMesh for soft body. This is a quick fix, it doesn't work yet on skinned mesh.
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@ -1106,8 +1106,10 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u
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if (oldblendobj==NULL) {
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std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
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bHasShapeKey= bHasDvert= bHasArmature=bHasModifier=bHasSoftBody= false;
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if (bHasModifier || bHasShapeKey || bHasDvert || bHasArmature) {
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std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
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bHasShapeKey= bHasDvert= bHasArmature=bHasModifier= false;
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}
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}
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if (bHasModifier)
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