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Philipp Oeser
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When rendering animation without baking dynamics first, rigid body
objects/shapes might be set up for the fist time (see
`rigidbody_update_simulation`).
Here is my take on what happens when we run into the reported crash:
In `rigidbody_validate_sim_object`, `rigidbody_validate_sim_shape` can
be called (which -- amongst other things -- can call `RB_shape_delete`).
It does not set `RBO_FLAG_NEEDS_RESHAPE` nor calls
`RB_body_set_collision_shape`. It only sets `rbo->shared->physics_shape`
(which only seems to to update the "blender side of things", but not the
"bullet side of things").
Then later (still in `rigidbody_validate_sim_object`),
`RB_dworld_add_body`/ `btDiscreteDynamicsWorld::addRigidBody`>
`btCollisionWorld::addCollisionObject` > collisionObject->getCollisionShape()
is called, but confused because we called `RB_shape_delete` before.
Also see the TODO(Sybren) comment from
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