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.
This commit is contained in:
2010-12-08 03:05:46 +00:00
parent 47d6166adb
commit 2e667e45fc
8 changed files with 113 additions and 99 deletions

View File

@@ -740,7 +740,7 @@ static void poselib_apply_pose (tPoseLib_PreviewData *pld)
}
else if (pchan->bone) {
/* only ok if bone is visible and selected */
if ( (pchan->bone->flag & BONE_SELECTED || pchan->bone == arm->act_bone) &&
if ( (pchan->bone->flag & BONE_SELECTED) &&
(pchan->bone->flag & BONE_HIDDEN_P)==0 &&
(pchan->bone->layer & arm->layer) )
ok = 1;