Changed armature active bone so it is separate from selection this is consistent with active object, mesh editmode, curves & metaballs.
- active is no longer assumed to be selected. this fixes a simple bug - eg: Adding a new armature, entering pose mode and toggling selection failed. - outliner editbone selection now works like object and pose mode. - mouse selection sets the bone active even when the tip is selected. - active, unselected bones draw as wire color with a 15% tint of the selected color.
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@@ -740,7 +740,7 @@ static void poselib_apply_pose (tPoseLib_PreviewData *pld)
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}
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else if (pchan->bone) {
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/* only ok if bone is visible and selected */
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if ( (pchan->bone->flag & BONE_SELECTED || pchan->bone == arm->act_bone) &&
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if ( (pchan->bone->flag & BONE_SELECTED) &&
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(pchan->bone->flag & BONE_HIDDEN_P)==0 &&
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(pchan->bone->layer & arm->layer) )
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ok = 1;
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