Commit: 33dcf9fa71c737df303f2738fb66c06bada8c0ff
Author: Sergey Sharybin
Date:   Tue Jan 29 15:41:00 2019 +0100
Branches: master
https://developer.blender.org/rB33dcf9fa71c737df303f2738fb66c06bada8c0ff

Add missing Shader FX remapping to library query

===================================================================

M       source/blender/blenkernel/intern/library_query.c

===================================================================

diff --git a/source/blender/blenkernel/intern/library_query.c 
b/source/blender/blenkernel/intern/library_query.c
index 32800b67836..68086b6104a 100644
--- a/source/blender/blenkernel/intern/library_query.c
+++ b/source/blender/blenkernel/intern/library_query.c
@@ -81,6 +81,7 @@
 #include "BKE_particle.h"
 #include "BKE_rigidbody.h"
 #include "BKE_sequencer.h"
+#include "BKE_shader_fx.h"
 #include "BKE_tracking.h"
 #include "BKE_workspace.h"
 
@@ -203,6 +204,15 @@ static void library_foreach_gpencil_modifiersForeachIDLink(
        FOREACH_FINALIZE_VOID;
 }
 
+static void library_foreach_shaderfxForeachIDLink(
+        void *user_data, Object *UNUSED(object), ID **id_pointer, int cb_flag)
+{
+       LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
+       FOREACH_CALLBACK_INVOKE_ID_PP(data, id_pointer, cb_flag);
+
+       FOREACH_FINALIZE_VOID;
+}
+
 static void library_foreach_constraintObjectLooper(bConstraint *UNUSED(con), 
ID **id_pointer,
                                                    bool is_reference, void 
*user_data)
 {
@@ -592,6 +602,7 @@ void BKE_library_foreach_ID_link(Main *bmain, ID *id, 
LibraryIDLinkCallback call
                                modifiers_foreachIDLink(object, 
library_foreach_modifiersForeachIDLink, &data);
                                BKE_gpencil_modifiers_foreachIDLink(object, 
library_foreach_gpencil_modifiersForeachIDLink, &data);
                                BKE_constraints_id_loop(&object->constraints, 
library_foreach_constraintObjectLooper, &data);
+                               BKE_shaderfx_foreachIDLink(object, 
library_foreach_shaderfxForeachIDLink, &data);
 
                                for (psys = object->particlesystem.first; psys; 
psys = psys->next) {
                                        BKE_particlesystem_id_loop(psys, 
library_foreach_particlesystemsObjectLooper, &data);

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