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authorMitchell Stokes <mogurijin@gmail.com>2014-05-10 03:03:54 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-05-10 03:03:54 +0400
commit087bbe624f6e0de50c409866faa8fce4585808c0 (patch)
treedbf39b755b3834db2ebc857f1c23611852ff3a20 /source/gameengine/Ketsji/KX_Scene.cpp
parentff08acc556d8e40d501522efcbecac68bb8973c6 (diff)
BGE: Fixing shape key animations on meshes with no armature.
Their transverts were not being updated after code changes for multi-threaded skinning.
Diffstat (limited to 'source/gameengine/Ketsji/KX_Scene.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 4c9fba8a10b..c826f39517a 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1636,6 +1636,9 @@ static void update_anim_thread_func(TaskPool *pool, void *taskdata, int UNUSED(t
gameobj->UpdateActionManager(curtime);
children = gameobj->GetChildren();
+ if (gameobj->GetDeformer())
+ gameobj->GetDeformer()->Update();
+
for (int j=0; j<children->GetCount(); ++j) {
child = (KX_GameObject*)children->GetValue(j);