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Diffstat (limited to 'source/blender/editors/armature/pose_select.c')
-rw-r--r--source/blender/editors/armature/pose_select.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/armature/pose_select.c b/source/blender/editors/armature/pose_select.c
index 8fc06a5f962..c39fcb790dd 100644
--- a/source/blender/editors/armature/pose_select.c
+++ b/source/blender/editors/armature/pose_select.c
@@ -69,7 +69,7 @@
/* ***************** Pose Select Utilities ********************* */
-/* Note: SEL_TOGGLE is assumed to have already been handled! */
+/* NOTE: SEL_TOGGLE is assumed to have already been handled! */
static void pose_do_bone_select(bPoseChannel *pchan, const int select_mode)
{
/* select pchan only if selectable, but deselect works always */
@@ -161,9 +161,9 @@ void ED_armature_pose_select_pick_bone(ViewLayer *view_layer,
/* Since we do unified select, we don't shift+select a bone if the
* armature object was not active yet.
- * Note, special exception for armature mode so we can do multi-select
+ * NOTE(campbell): special exception for armature mode so we can do multi-select
* we could check for multi-select explicitly but think its fine to
- * always give predictable behavior in weight paint mode - campbell */
+ * always give predictable behavior in weight paint mode. */
if ((ob_act == NULL) || ((ob_act != ob) && (ob_act->mode & OB_MODE_ALL_WEIGHT_PAINT) == 0)) {
/* When we are entering into posemode via toggle-select,
* from another active object - always select the bone. */