diff options
Diffstat (limited to 'source/blender/editors/armature/armature_naming.c')
-rw-r--r-- | source/blender/editors/armature/armature_naming.c | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/source/blender/editors/armature/armature_naming.c b/source/blender/editors/armature/armature_naming.c index b1f0297bb29..6bf289c1b95 100644 --- a/source/blender/editors/armature/armature_naming.c +++ b/source/blender/editors/armature/armature_naming.c @@ -318,8 +318,9 @@ void ED_armature_bone_rename(Main *bmain, DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE); } - /* Fix all animdata that may refer to this bone - we can't just do the ones attached to objects, since - * other ID-blocks may have drivers referring to this bone [#29822] + /* Fix all animdata that may refer to this bone - + * we can't just do the ones attached to objects, + * since other ID-blocks may have drivers referring to this bone T29822. */ // XXX: the ID here is for armatures, but most bone drivers are actually on the object instead... { @@ -376,8 +377,8 @@ void ED_armature_bones_flip_names(Main *bmain, BoneFlipNameData *bfn; /* First pass: generate flip names, and blindly rename. - * If rename did not yield expected result, store both bone's name and expected flipped one into temp list - * for second pass. */ + * If rename did not yield expected result, + * store both bone's name and expected flipped one into temp list for second pass. */ for (LinkData *link = bones_names->first; link; link = link->next) { char name_flip[MAXBONENAME]; char *name = link->data; @@ -397,8 +398,9 @@ void ED_armature_bones_flip_names(Main *bmain, } /* Second pass to handle the bones that have naming conflicts with other bones. - * Note that if the other bone was not selected, its name was not flipped, so conflict remains and that second - * rename simply generates a new numbered alternative name. */ + * Note that if the other bone was not selected, its name was not flipped, + * so conflict remains and that second rename simply generates a new numbered alternative name. + */ for (bfn = bones_names_conflicts.first; bfn; bfn = bfn->next) { ED_armature_bone_rename(bmain, arm, bfn->name, bfn->name_flip); } |