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.

This commit is contained in:
Mitchell Stokes 2011-07-28 15:07:32 +00:00
parent bd6ca0570e
commit eb7b1f0c58
2 changed files with 7 additions and 4 deletions

@ -2151,7 +2151,6 @@ static void animsys_evaluate_overrides (PointerRNA *ptr, AnimData *adt)
*/
void BKE_animsys_evaluate_animdata (Scene *scene, ID *id, AnimData *adt, float ctime, short recalc)
{
Main *bmain = G.main; // xxx - to get passed in!
PointerRNA id_ptr;
/* sanity checks */
@ -2203,8 +2202,12 @@ void BKE_animsys_evaluate_animdata (Scene *scene, ID *id, AnimData *adt, float c
animsys_evaluate_overrides(&id_ptr, adt);
/* execute and clear all cached property update functions */
if (scene)
{
Main *bmain = G.main; // xxx - to get passed in!
RNA_property_update_cache_flush(bmain, scene);
RNA_property_update_cache_free();
}
/* clear recalc flag now */
adt->recalc= 0;

@ -139,7 +139,7 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
m_armobj->ApplyPose();
// We don't need an actual time, just use 0
BKE_animsys_evaluate_animdata(&GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS);
BKE_animsys_evaluate_animdata(NULL, &GetKey()->id, GetKey()->adt, 0.f, ADT_RECALC_DRIVERS);
ForceUpdate();
m_armobj->RestorePose();