From 3d72c37f7ad3bf36ae36bc9860a9b0de16bd60ea Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 4 Nov 2022 13:06:53 +1100 Subject: Fix T101686: WPaint + Pose select fails with GPU depth-picking disabled Regression in [0], however the primary purpose of that code was to cycle away from the active object (behavior which was intentionally removed, see: T96752). This broke weight-paint + pose-selection (Ctrl-LMB) when the GPU depth picking preference was disabled. Causing selection to pick the mesh object instead of the pose bones. This de-selected the armature, making the pose bones unselectable instead of selecting the pose bone as intended. Adding the old code back (restricting it to weight-paint mode) fixes the bug but reintroduces fairly involved logic unnecessarily. Instead, prioritize bone selecting when in weight-paint & pose mode (previously this was only done in pose-mode). [0]: b1908f2e0b23988627772f6a6d968d8351dca6d7 --- source/blender/blenkernel/intern/object.cc | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) (limited to 'source/blender/blenkernel/intern/object.cc') diff --git a/source/blender/blenkernel/intern/object.cc b/source/blender/blenkernel/intern/object.cc index 6d1b7caeea6..9085a54d86f 100644 --- a/source/blender/blenkernel/intern/object.cc +++ b/source/blender/blenkernel/intern/object.cc @@ -2541,6 +2541,28 @@ Object *BKE_object_pose_armature_get(Object *ob) return nullptr; } +Object *BKE_object_pose_armature_get_with_wpaint_check(Object *ob) +{ + /* When not in weight paint mode. */ + if (ob) { + switch (ob->type) { + case OB_MESH: { + if ((ob->mode & OB_MODE_WEIGHT_PAINT) == 0) { + return nullptr; + } + break; + } + case OB_GPENCIL: { + if ((ob->mode & OB_MODE_WEIGHT_GPENCIL) == 0) { + return nullptr; + } + break; + } + } + } + return BKE_object_pose_armature_get(ob); +} + Object *BKE_object_pose_armature_get_visible(Object *ob, const Scene *scene, ViewLayer *view_layer, -- cgit v1.2.3