forked from bartvdbraak/blender
This allows the game engine to build again, but I'm not sure if it's the best approach. Aligorith: feel free to revert this if there is a better solution.
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@ -2151,7 +2151,6 @@ static void animsys_evaluate_overrides (PointerRNA *ptr, AnimData *adt)
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*/
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void BKE_animsys_evaluate_animdata (Scene *scene, ID *id, AnimData *adt, float ctime, short recalc)
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{
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Main *bmain = G.main; // xxx - to get passed in!
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PointerRNA id_ptr;
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/* sanity checks */
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@ -2203,8 +2202,12 @@ void BKE_animsys_evaluate_animdata (Scene *scene, ID *id, AnimData *adt, float c
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animsys_evaluate_overrides(&id_ptr, adt);
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/* execute and clear all cached property update functions */
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RNA_property_update_cache_flush(bmain, scene);
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RNA_property_update_cache_free();
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if (scene)
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{
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Main *bmain = G.main; // xxx - to get passed in!
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RNA_property_update_cache_flush(bmain, scene);
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RNA_property_update_cache_free();
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}
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/* clear recalc flag now */
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adt->recalc= 0;
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@ -139,7 +139,7 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
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m_armobj->ApplyPose();
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// We don't need an actual time, just use 0
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BKE_animsys_evaluate_animdata(&GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS);
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BKE_animsys_evaluate_animdata(NULL, &GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS);
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ForceUpdate();
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m_armobj->RestorePose();
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