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authorTon Roosendaal <ton@blender.org>2009-01-10 17:19:14 +0300
committerTon Roosendaal <ton@blender.org>2009-01-10 17:19:14 +0300
commitdd97c080062bfa01883f6d6e9f2f6c0b8a0ba8c1 (patch)
tree6ffe875d47aafc0a8d7dea9c45e94ee25f35589a /source/blender/editors/armature/editarmature.c
parenta7932f745243e5cb0192ec6bbef58dcea34faf0f (diff)
2.5
- Weightpaint back (CTRL+TAB or menu) Also weightpaint is sortof non-modal, allowing to use all existing hotkeys while in paint mode. Only leftmouse is overridden. - Made vpaint and wpaint entirely local, stored in scene (and saved!) - Small bugfix (also in 2.48): on weightpaint mode, all armature objects in 3d window were drawing as active poses. Now only the armature deformer is. Nice point for the UI agenda: are paint modes on ACTION mouse? Only then you can combine it with SELECT mouse...
Diffstat (limited to 'source/blender/editors/armature/editarmature.c')
-rw-r--r--source/blender/editors/armature/editarmature.c9
1 files changed, 3 insertions, 6 deletions
diff --git a/source/blender/editors/armature/editarmature.c b/source/blender/editors/armature/editarmature.c
index 06855d4446d..99f89d84328 100644
--- a/source/blender/editors/armature/editarmature.c
+++ b/source/blender/editors/armature/editarmature.c
@@ -99,10 +99,7 @@ static void error_libdata() {}
static void BIF_undo_push() {}
static void adduplicate() {}
static void countall() {}
-static void vertexgroup_select_by_name() {}
static void deselect_actionchannels() {}
-static void add_vert_to_defgroup() {}
-static void create_dverts() {}
static void select_actionchannel_by_name() {}
/* ************* XXX *************** */
@@ -3563,7 +3560,7 @@ static int bone_looper(Object *ob, Bone *bone, void *data,
}
/* called from editview.c, for mode-less pose selection */
-/* assumes scene obact and basact... XXX */
+/* assumes scene obact and basact is still on old situation */
int ED_do_pose_selectbuffer(Scene *scene, Base *base, unsigned int *buffer, short hits, short extend)
{
Object *ob= base->object;
@@ -3605,8 +3602,8 @@ int ED_do_pose_selectbuffer(Scene *scene, Base *base, unsigned int *buffer, shor
/* in weightpaint we select the associated vertex group too */
if (G.f & G_WEIGHTPAINT) {
if (nearBone->flag & BONE_ACTIVE) {
- vertexgroup_select_by_name(ob, nearBone->name);
- DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
+ vertexgroup_select_by_name(OBACT, nearBone->name);
+ DAG_object_flush_update(scene, OBACT, OB_RECALC_DATA);
}
}