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!
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