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authorJoshua Leung <aligorith@gmail.com>2011-05-21 10:04:44 +0400
committerJoshua Leung <aligorith@gmail.com>2011-05-21 10:04:44 +0400
commit1890b7f431a37c864617b9600ea60cb73c1ede12 (patch)
tree9091fc4c626833ebce47866714531c7e484c75a2
parent4c37fe91f365202dd15bb8c42a0934547c6a9432 (diff)
Bugfix [#27452] Wrong linking of character groups
Linking in groups also ended up adding those objects to the current scene that we're linking the group in to. This is a regression. It leads to more work (and/or confusion) from animators when just trying to get a character into a shot file to start animating it (see my notes on my blog for the proper workflow regarding this). Reverting r36762, which caused this mess.
-rw-r--r--source/blender/blenloader/intern/readfile.c7
1 files changed, 0 insertions, 7 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index e5e1fb049b0..f04e4d2d2a0 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -12738,13 +12738,6 @@ static void give_base_to_objects(Main *mainvar, Scene *sce, Library *lib, int is
if(ob->id.us==0) {
do_it= 1;
}
- else if (lib==NULL) { /* appending */
- if(object_in_any_scene(mainvar, ob)==0) {
- /* when appending, make sure any indirectly loaded objects
- * get a base else they cant be accessed at all [#27437] */
- do_it= 1;
- }
- }
else if(ob->id.us==1 && lib) {
if(ob->id.lib==lib && (ob->flag & OB_FROMGROUP) && object_in_any_scene(mainvar, ob)==0) {
do_it= 1;