diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2011-07-28 19:07:32 +0400 |
---|---|---|
committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-07-28 19:07:32 +0400 |
commit | eb7b1f0c58fcf239f353f1cb967882a536f50737 (patch) | |
tree | 5e8f70e25c0d25b3978b9aa2e53c314435aba6fc | |
parent | bd6ca0570e089afc1d29b4f18b8bb6cc086545ea (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.c | 9 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_ShapeDeformer.cpp | 2 |
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(); |