Render: Solve wrong vertex parent in linked objects with Locked UI
The cleanup function was a bit too much aggressive here, made it much more conservative. It means memory usage will not be so low anymore, and to address this we'll need to make this function depsgraph aware.
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@ -792,13 +792,13 @@ static void clean_viewport_memory(Main *bmain, Scene *scene, int renderlay)
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if ((base->lay & renderlay) == 0) {
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continue;
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}
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if (RE_allow_render_generic_object(base->object)) {
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base->object->id.flag &= ~LIB_DOIT;
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}
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}
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for (object = bmain->object.first; object; object = object->id.next) {
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for (SETLOOPER(scene, sce_iter, base)) {
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object = base->object;
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if ((object->id.flag & LIB_DOIT) == 0) {
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continue;
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}
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