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.
This commit is contained in:
Joshua Leung 2011-05-21 06:04:44 +00:00
parent 4c37fe91f3
commit 1890b7f431

@ -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;