diff options
author | Hans Goudey <h.goudey@me.com> | 2022-11-11 04:14:48 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2022-11-11 04:41:13 +0300 |
commit | 9465b109af0b70244a36f9e68493e316d9f8b56f (patch) | |
tree | c4d933bf09f8313071556063156538ec3356b24c /source/blender/editors/space_view3d/view3d_select.cc | |
parent | 026d21a225521670c6b5083da9da61227da69e65 (diff) | |
parent | ca1642cd0c5cdf634fe2022c955d93983de95934 (diff) |
Merge branch 'master' into refactor-mesh-position-genericrefactor-mesh-position-generic
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.cc')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_select.cc | 19 |
1 files changed, 16 insertions, 3 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.cc b/source/blender/editors/space_view3d/view3d_select.cc index 765775c0b69..39ad6eb835a 100644 --- a/source/blender/editors/space_view3d/view3d_select.cc +++ b/source/blender/editors/space_view3d/view3d_select.cc @@ -2615,6 +2615,12 @@ static bool ed_object_select_pick(bContext *C, Base *basact = nullptr; const eObjectMode object_mode = oldbasact ? static_cast<eObjectMode>(oldbasact->object->mode) : OB_MODE_OBJECT; + /* For the most part this is equivalent to `(object_mode & OB_MODE_POSE) != 0` + * however this logic should also run with weight-paint + pose selection. + * Without this, selection in weight-paint mode can de-select armatures which isn't useful, + * see: T101686. */ + const bool has_pose_old = (oldbasact && + BKE_object_pose_armature_get_with_wpaint_check(oldbasact->object)); /* When enabled, don't attempt any further selection. */ bool handled = false; @@ -2653,7 +2659,7 @@ static bool ed_object_select_pick(bContext *C, * * This way prioritizing based on pose-mode has a bias to stay in pose-mode * without having to enforce this through locking the object mode. */ - bool do_bones_get_priotity = (object_mode & OB_MODE_POSE) != 0; + bool do_bones_get_priotity = has_pose_old; basact = (gpu->hits > 0) ? mouse_select_eval_buffer(&vc, gpu->buffer, @@ -2665,10 +2671,14 @@ static bool ed_object_select_pick(bContext *C, nullptr; } + /* See comment for `has_pose_old`, the same rationale applies here. */ + const bool has_pose_new = (basact && + BKE_object_pose_armature_get_with_wpaint_check(basact->object)); + /* Select pose-bones or camera-tracks. */ if (((gpu->hits > 0) && gpu->has_bones) || /* Special case, even when there are no hits, pose logic may de-select all bones. */ - ((gpu->hits == 0) && (object_mode & OB_MODE_POSE))) { + ((gpu->hits == 0) && has_pose_old)) { if (basact && (gpu->has_bones && (basact->object->type == OB_CAMERA))) { MovieClip *clip = BKE_object_movieclip_get(scene, basact->object, false); @@ -2728,7 +2738,7 @@ static bool ed_object_select_pick(bContext *C, handled = true; } - else if ((object_mode & OB_MODE_POSE) && (basact->object->mode & OB_MODE_POSE)) { + else if (has_pose_old && has_pose_new) { /* Within pose-mode, keep the current selection when switching pose bones, * this is noticeable when in pose mode with multiple objects at once. * Where selecting the bone of a different object would de-select this one. @@ -2954,6 +2964,9 @@ static bool ed_wpaint_vertex_select_pick(bContext *C, changed = true; } + else { + select_vert.finish(); + } if (changed) { paintvert_tag_select_update(C, obact); |