forked from bartvdbraak/blender
Fix T40761: Bone constraints broken in the BGE
Extra bonus: calculating bone constraints now happens parallel!
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@ -319,6 +319,10 @@ void BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter* converter)
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}
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}
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}
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}
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}
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// If we have constraints, make sure we get treated as an "animated" object
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if (m_constraintNumber > 0)
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GetActionManager();
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}
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}
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BL_ArmatureConstraint* BL_ArmatureObject::GetConstraint(const char* posechannel, const char* constraintname)
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BL_ArmatureConstraint* BL_ArmatureObject::GetConstraint(const char* posechannel, const char* constraintname)
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