Simple solution: remove the code which was causing bad threading conflicts. This code was a part of workaround for a specific state of linked scene. It seems to be not needed anymore, since the pose is ensured to be up to date by the following call stack: - Dependency graph update, - Copy-=on-write operation called on object. - object_copy_data(). - BKE_pose_rebuild(). The workaround was a no-functional change for the dependency graph anyway, because it was modifying original objects, not the ones which are evaluated.
74 KiB
74 KiB