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Diffstat (limited to 'source/blender/editors/armature/armature_naming.c')
-rw-r--r--source/blender/editors/armature/armature_naming.c14
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);
}