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authorCampbell Barton <ideasman42@gmail.com>2010-12-08 06:05:46 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-12-08 06:05:46 +0300
commit2e667e45fc02c5de285df836e59248a82b45dff9 (patch)
treedb50ed1d0d743baf836dbc1cf5a185c4c4342e93 /source/blender/makesdna/DNA_armature_types.h
parent47d6166adb7a5100e04c645e7d6284c5c1b95c9d (diff)
Changed armature active bone so it is separate from selection this is consistent with active object, mesh editmode, curves & metaballs.
- active is no longer assumed to be selected. this fixes a simple bug - eg: Adding a new armature, entering pose mode and toggling selection failed. - outliner editbone selection now works like object and pose mode. - mouse selection sets the bone active even when the tip is selected. - active, unselected bones draw as wire color with a 15% tint of the selected color.
Diffstat (limited to 'source/blender/makesdna/DNA_armature_types.h')
-rw-r--r--source/blender/makesdna/DNA_armature_types.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_armature_types.h b/source/blender/makesdna/DNA_armature_types.h
index effa5e34a91..f6b61d5f2ba 100644
--- a/source/blender/makesdna/DNA_armature_types.h
+++ b/source/blender/makesdna/DNA_armature_types.h
@@ -79,6 +79,12 @@ typedef struct bArmature {
ListBase chainbase;
ListBase *edbo; /* editbone listbase, we use pointer so we can check state */
+ /* active bones should work like active object where possible
+ * - active and selection are unrelated
+ * - active & hidden is not allowed
+ * - from the user perspective active == last selected
+ * - active should be ignored when not visible (hidden layer) */
+
Bone *act_bone; /* active bone (when not in editmode) */
void *act_edbone; /* active editbone (in editmode) */