gameObject -> blenderObject mapping was being created but wasnt needed.
Added utility func tag_main for (un)tagging every ID in a Main database with LIB_DOIT.
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@@ -55,6 +55,7 @@ int set_listbasepointers(struct Main *main, struct ListBase **lb);
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void free_libblock(struct ListBase *lb, void *idv);
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void free_libblock_us(struct ListBase *lb, void *idv);
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void free_main(struct Main *mainvar);
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void tag_main(struct Main *mainvar, int tag);
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void splitIDname(char *name, char *left, int *nr);
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void rename_id(struct ID *id, char *name);
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@@ -1020,6 +1020,20 @@ static void lib_indirect_test_id(ID *id)
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}
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}
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void tag_main(struct Main *mainvar, int tag)
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{
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ListBase *lbarray[MAX_LIBARRAY];
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ID *id;
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int a;
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a= set_listbasepointers(mainvar, lbarray);
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while(a--) {
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for(id= lbarray[a]->first; id; id= id->next) {
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if(tag) id->flag |= LIB_DOIT;
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else id->flag &= ~LIB_DOIT;
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}
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}
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}
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/* if lib!=NULL, only all from lib local */
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void all_local(Library *lib, int untagged_only)
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