diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp index 6a8b99a4a2e2..2958c457248d 100644 --- a/source/gameengine/Ketsji/BL_Action.cpp +++ b/source/gameengine/Ketsji/BL_Action.cpp @@ -416,7 +416,7 @@ void BL_Action::Update(float curtime, bool applyToObject) } } - BLI_assert(m_localframe < minFrame || m_localframe > maxFrame); + BLI_assert(m_localframe >= minFrame && m_localframe <= maxFrame); m_appliedToObject = applyToObject; // In case of culled armatures (doesn't requesting to transform the object) we only manages time. diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index c081f4504c85..bc13fa47216a 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -1590,9 +1590,6 @@ PHY_IPhysicsController *CcdPhysicsController::GetReplicaForSensors() // The replication of object physics controller is done in KX_BulletPhysicsController::GetReplica() CcdConstructionInfo cinfo = m_cci; - // Controllers used by sensors aren't using shape info. - BLI_assert(m_shapeInfo); - if (m_collisionShape) { switch (m_collisionShape->getShapeType()) {