diff options
author | Ton Roosendaal <ton@blender.org> | 2005-12-07 15:36:26 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2005-12-07 15:36:26 +0300 |
commit | 1123be1bcc47b2e51d06371c9a174e145d3b0a73 (patch) | |
tree | dd5b41e3b95073aebb56b44c0b1e9ff486e7bd73 /source/blender/include/BDR_drawobject.h | |
parent | ee63a6fd79e6be8b873b20ce842e5beb6850f4cf (diff) |
Orange request; Bones in Armature now have own layer settings.
Works like for Object layers, but local within Armature itself. Each Bone
can be in (16 now) any layer, and the Armature layer defines what is
visible or not. Also note that hiding will still work too.
Since the Blender code is *stuffed* with Bone options now, this commit
requires a good test if all tools we got now comply to layers...
(I counted 130 cases for checking for selected Bones in code!)
In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode...
then its the mirror menu.
Todo: make action/nla drawing comply to Armature layer settings.
Diffstat (limited to 'source/blender/include/BDR_drawobject.h')
-rw-r--r-- | source/blender/include/BDR_drawobject.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/include/BDR_drawobject.h b/source/blender/include/BDR_drawobject.h index c9b3a357a97..72c186c134a 100644 --- a/source/blender/include/BDR_drawobject.h +++ b/source/blender/include/BDR_drawobject.h @@ -68,6 +68,7 @@ void drawaxes(float size, int flag); void draw_object_ext(struct Base *base); void drawsolidcube(float size); extern void draw_object_backbufsel(struct Object *ob); +void draw_object_instance(struct Object *ob, int dt); #ifdef __cplusplus } |