Fix the skin modifier crashing when building without Bullet.
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0b12e61040
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@ -133,6 +133,10 @@ if(WITH_MOD_OCEANSIM)
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add_definitions(-DWITH_OCEANSIM)
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endif()
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if(WITH_BULLET)
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add_definitions(-DWITH_BULLET)
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endif()
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if(WITH_INTERNATIONAL)
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add_definitions(-DWITH_INTERNATIONAL)
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endif()
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@ -64,6 +64,9 @@ if env['WITH_BF_FLUID']:
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if env['WITH_BF_OCEANSIM']:
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defs.append('WITH_OCEANSIM')
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if env['WITH_BF_BULLET']:
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defs.append('WITH_BULLET')
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if env['WITH_BF_GAMEENGINE']:
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incs.append('#/extern/recastnavigation')
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defs.append('WITH_GAMEENGINE')
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@ -218,6 +218,7 @@ static bool skin_frame_find_contained_faces(const Frame *frame,
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/* Returns true if hull is successfully built, false otherwise */
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static bool build_hull(SkinOutput *so, Frame **frames, int totframe)
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{
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#ifdef WITH_BULLET
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BMesh *bm = so->bm;
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BMOperator op;
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BMIter iter;
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@ -326,6 +327,9 @@ static bool build_hull(SkinOutput *so, Frame **frames, int totframe)
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BM_mesh_delete_hflag_tagged(bm, BM_ELEM_TAG, BM_EDGE | BM_FACE);
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return true;
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#else
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return false;
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#endif
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}
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/* Returns the average frame side length (frames are rectangular, so
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