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authorCampbell Barton <ideasman42@gmail.com>2019-12-09 22:18:50 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-12-09 22:56:50 +0300
commit15630c5a8171a86e6a50943cfbf3524829ecc8f0 (patch)
treebd1e39bde6c37f28db211d2f4144240b7ef2f9a9 /source/blender/editors/armature/armature_relations.c
parent8bf7ca9fe31c438c68e6765666ce890a192ad765 (diff)
Fix separating bones on hidden layers
Diffstat (limited to 'source/blender/editors/armature/armature_relations.c')
-rw-r--r--source/blender/editors/armature/armature_relations.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/armature/armature_relations.c b/source/blender/editors/armature/armature_relations.c
index e98deeb970e..86f51015bc4 100644
--- a/source/blender/editors/armature/armature_relations.c
+++ b/source/blender/editors/armature/armature_relations.c
@@ -565,7 +565,7 @@ static void separate_armature_bones(Main *bmain, Object *ob, short sel)
curbone = ED_armature_ebone_find_name(arm->edbo, pchan->name);
/* check if bone needs to be removed */
- if ((sel && (curbone->flag & BONE_SELECTED)) || (!sel && !(curbone->flag & BONE_SELECTED))) {
+ if (sel == (EBONE_VISIBLE(arm, curbone) && (curbone->flag & BONE_SELECTED))) {
EditBone *ebo;
bPoseChannel *pchn;