fix [#27437] Appending armatures with custom bone shapes brings no custom objects into scene.. impossible to edit

previous fix unintentionally made linking groups also add objects to the scene,
tested this more throughly, its ensured only to run on append and not to conflict with group linking/appending.
This commit is contained in:
2011-05-21 07:15:36 +00:00
parent 6c4cd8d9f3
commit b1025f2a30

View File

@@ -12739,9 +12739,20 @@ static void give_base_to_objects(Main *mainvar, Scene *sce, Library *lib, const
if(ob->id.us==0) {
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;
else if(idcode==ID_GR) {
if(ob->id.us==1 && is_link==FALSE && ob->id.lib==lib) {
if((ob->flag & OB_FROMGROUP) && object_in_any_scene(mainvar, ob)==0) {
do_it= 1;
}
}
}
else {
/* when appending, make sure any indirectly loaded objects
* get a base else they cant be accessed at all [#27437] */
if(ob->id.us==1 && is_link==FALSE && ob->id.lib==lib) {
if(object_in_any_scene(mainvar, ob)==0) {
do_it= 1;
}
}
}
@@ -13001,14 +13012,12 @@ static void library_append_end(const bContext *C, Main *mainl, FileData **fd, in
if(idcode==ID_SCE) {
/* dont instance anything when linking in scenes, assume the scene its self instances the data */
}
else if(idcode==ID_GR) {
give_base_to_objects(mainvar, scene, is_link ? NULL : curlib, idcode, is_link);
else {
give_base_to_objects(mainvar, scene, curlib, idcode, is_link);
if (flag & FILE_GROUP_INSTANCE) {
give_base_to_groups(mainvar, scene);
}
} else {
give_base_to_objects(mainvar, scene, NULL, idcode, is_link);
}
}
else {