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authorCampbell Barton <ideasman42@gmail.com>2019-07-18 05:22:32 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-07-18 05:22:39 +0300
commit807b6c4848723949d929fbcb6620977680e6f8d0 (patch)
tree445d8f93640343d21053cf91615991f66f954e02 /source/blender/editors/space_view3d/view3d_select.c
parenta6b7ee2a1e8f4631b14293aedcef1e981a56dc8a (diff)
Revert "Fix T66949: Can't select bones from multiple objects in wpaint mode"
This reverts commit 9e9fbb39d7f9e0a63c71fbc96237ace62fae0db6. Adding back object+pose bone selection support removes the need for this fix.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c18
1 files changed, 0 insertions, 18 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index 1d8d0f61150..e39bd3f945f 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -72,7 +72,6 @@
#include "BKE_scene.h"
#include "BKE_tracking.h"
#include "BKE_workspace.h"
-#include "BKE_modifier.h"
#include "DEG_depsgraph.h"
@@ -2150,12 +2149,6 @@ static bool ed_object_select_pick(bContext *C,
/* In pose mode we don't want to mess with object selection. */
const bool is_pose_mode = (vc.obact && vc.obact->mode & OB_MODE_POSE);
- /* Support changing pose objects when the a mesh uses multiple armatures. */
- Object *old_obpose = NULL;
- if (vc.obact && vc.obact->mode & OB_MODE_WEIGHT_PAINT) {
- old_obpose = BKE_object_pose_armature_get(vc.obact);
- }
-
/* always start list from basact in wire mode */
startbase = FIRSTBASE(view_layer);
if (oldbasact && oldbasact->next) {
@@ -2382,17 +2375,6 @@ static bool ed_object_select_pick(bContext *C,
object_deselect_all_except(view_layer, basact);
ED_object_base_select(basact, BA_SELECT);
}
- else if (old_obpose && modifiers_usesArmatureObject(oldbasact->object, basact->object)) {
- /* The user is in weight-paint mode with an armature selected,
- * in this case the user is selecting a new armature which is
- * also used by the mesh. In this case use selection to switch
- * the pose object, keeping the weight paint object active. */
- Base *old_basepose = BKE_view_layer_base_find(view_layer, old_obpose);
- if (old_basepose != NULL) {
- ED_object_base_select(old_basepose, BA_DESELECT);
- }
- ED_object_base_select(basact, BA_SELECT);
- }
/* also prevent making it active on mouse selection */
else if (BASE_SELECTABLE(v3d, basact)) {
if (extend) {