This breaks the game engine since it also used BKE_animsys_evaluate_animdata(). G.main isn't very useful as far as the BGE is concerned, and I don't know if I have access to a Blender scene when BKE_animsys_evaluate_animdata() is called in a few places. Could BKE_animsys_evaluate_animdata() be setup to allow for NULL for the Scene pointer? Or something along these lines?
Cheers, Mitchell On Sat, Jul 23, 2011 at 9:37 PM, Matt Ebb <[email protected]> wrote: > On Sun, Jul 24, 2011 at 2:34 PM, Joshua Leung <[email protected]> wrote > >> Log Message: >> ----------- >> == RNA Property Updates get called by Animation System now == >> > > Thank you very much! > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
