diff options
author | Campbell Barton <campbell@blender.org> | 2022-11-04 05:06:53 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-11-04 05:58:57 +0300 |
commit | 3d72c37f7ad3bf36ae36bc9860a9b0de16bd60ea (patch) | |
tree | 1c21379aaaa7ea37163ae47de858479323fb03b6 /source/blender/editors | |
parent | 1452b4435240d5a78bacc61035574fdefd4faf80 (diff) |
Fix T101686: WPaint + Pose select fails with GPU depth-picking disabled
Regression in [0], however the primary purpose of that code was to
cycle away from the active object (behavior which was intentionally
removed, see: T96752).
This broke weight-paint + pose-selection (Ctrl-LMB)
when the GPU depth picking preference was disabled.
Causing selection to pick the mesh object instead of the pose bones.
This de-selected the armature, making the pose bones unselectable
instead of selecting the pose bone as intended.
Adding the old code back (restricting it to weight-paint mode)
fixes the bug but reintroduces fairly involved logic unnecessarily.
Instead, prioritize bone selecting when in weight-paint & pose mode
(previously this was only done in pose-mode).
[0]: b1908f2e0b23988627772f6a6d968d8351dca6d7
Diffstat (limited to 'source/blender/editors')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_select.cc | 16 |
1 files changed, 13 insertions, 3 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.cc b/source/blender/editors/space_view3d/view3d_select.cc index 9c450e85d23..a7be569894d 100644 --- a/source/blender/editors/space_view3d/view3d_select.cc +++ b/source/blender/editors/space_view3d/view3d_select.cc @@ -2616,6 +2616,12 @@ 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; @@ -2654,7 +2660,7 @@ 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, @@ -2666,10 +2672,14 @@ 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); @@ -2729,7 +2739,7 @@ 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. |