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author | Joshua Leung <aligorith@gmail.com> | 2011-05-21 10:04:44 +0400 |
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committer | Joshua Leung <aligorith@gmail.com> | 2011-05-21 10:04:44 +0400 |
commit | 1890b7f431a37c864617b9600ea60cb73c1ede12 (patch) | |
tree | 9091fc4c626833ebce47866714531c7e484c75a2 | |
parent | 4c37fe91f365202dd15bb8c42a0934547c6a9432 (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.c | 7 |
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; |