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authorMitchell Stokes <mogurijin@gmail.com>2011-07-28 19:07:32 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-07-28 19:07:32 +0400
commiteb7b1f0c58fcf239f353f1cb967882a536f50737 (patch)
tree5e8f70e25c0d25b3978b9aa2e53c314435aba6fc
parentbd6ca0570e089afc1d29b4f18b8bb6cc086545ea (diff)
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.
-rw-r--r--source/blender/blenkernel/intern/anim_sys.c9
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp2
2 files changed, 7 insertions, 4 deletions
diff --git a/source/blender/blenkernel/intern/anim_sys.c b/source/blender/blenkernel/intern/anim_sys.c
index 3e59accc599..a3d0377b196 100644
--- a/source/blender/blenkernel/intern/anim_sys.c
+++ b/source/blender/blenkernel/intern/anim_sys.c
@@ -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 */
- RNA_property_update_cache_flush(bmain, scene);
- RNA_property_update_cache_free();
+ 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;
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index a9c04a9230d..82c73529a94 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -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();