* BL_DeformableGameObject is no longer responsible for handling keys, BL_ShapeDeformer is
* BL_ShapeDeformer also creates a copy of the key on construction and puts it back on the mesh when destructed. This avoids us permanently modifying Blender data.
* I'm not too fond of clearing out the key every frame, but this works and I can't think of another alternative at the moment (something may be possible with some key juggling)