fix for separate loose parts doing full depsgraph rebuild for every object split off.
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@@ -1854,7 +1854,9 @@ static Base *object_add_duplicate_internal(Main *bmain, Scene *scene, Base *base
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/* single object duplicate, if dupflag==0, fully linked, else it uses the flags given */
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/* leaves selection of base/object unaltered.
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* note: don't call this within a loop since clear_* funcs loop over the entire database. */
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* note: don't call this within a loop since clear_* funcs loop over the entire database.
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* note: caller must do DAG_scene_sort(bmain, scene);
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* this is not done automatic since we may duplicate many objects in a batch */
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Base *ED_object_add_duplicate(Main *bmain, Scene *scene, Base *base, int dupflag)
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{
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Base *basen;
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@@ -1874,7 +1876,8 @@ Base *ED_object_add_duplicate(Main *bmain, Scene *scene, Base *base, int dupflag
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BKE_object_relink(ob);
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set_sca_new_poins_ob(ob);
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DAG_scene_sort(bmain, scene);
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/* DAG_scene_sort(bmain, scene); */ /* caller must do */
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if (ob->data) {
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ED_render_id_flush_update(bmain, ob->data);
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}
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