Make `BKE_scene_copy` fully handle all duplicate modes, deep copy included.

This greatly simplifies and unifies logic.

Also addresses T77255: full scene copy will now use same preferences
parameters as object or collection duplicate to choose which data-blocks
to copy along.
This commit is contained in:
Bastien Montagne 2020-06-10 18:27:32 +02:00
parent b05fa123d7
commit eee35ebdfb
Notes: blender-bot 2023-03-24 17:05:22 +01:00
Referenced by issue #85916, Full copy of scene doesn't behave as expected with shaders (maybe among other things)
Referenced by issue #79692, Full copy of scene makes Blender freeze if there is content directly in the master collection
2 changed files with 8 additions and 7 deletions

View File

@ -851,6 +851,10 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, eSceneCopyMethod type)
id_us_min(&sce_copy->gpd->id);
BKE_id_copy_ex(bmain, (ID *)sce_copy->gpd, (ID **)&sce_copy->gpd, LIB_ID_COPY_ACTIONS);
}
/* Deep-duplicate collections and objects (using preferences' settings for which sub-data to
* duplicate along the object itself). */
BKE_collection_duplicate(bmain, NULL, sce_copy->master_collection, true, true, true);
}
else {
/* Remove sequencer if not full copy */
@ -859,9 +863,6 @@ Scene *BKE_scene_copy(Main *bmain, Scene *sce, eSceneCopyMethod type)
BKE_sequencer_editing_free(sce_copy, true);
}
/* NOTE: part of SCE_COPY_FULL operations
* are done outside of blenkernel with ED_object_single_users! */
return sce_copy;
}
}

View File

@ -61,13 +61,13 @@ Scene *ED_scene_add(Main *bmain, bContext *C, wmWindow *win, eSceneCopyMethod me
else { /* different kinds of copying */
Scene *scene_old = WM_window_get_active_scene(win);
scene_new = BKE_scene_copy(bmain, scene_old, method);
/* these can't be handled in blenkernel currently, so do them here */
/* We are going to deep-copy collections, objects and various object data, we need to have
* up-to-date obdata for that. */
if (method == SCE_COPY_FULL) {
ED_editors_flush_edits(bmain);
ED_object_single_users(bmain, scene_new, true, true);
}
scene_new = BKE_scene_copy(bmain, scene_old, method);
}
WM_window_set_active_scene(bmain, C, win, scene_new);