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source/blender/editors/space_view3d/view3d_select.c
| Show First 20 Lines • Show All 2,313 Lines • ▼ Show 20 Lines | if (hits > 0) { | ||||
| /* we make the armature selected: | /* we make the armature selected: | ||||
| * not-selected active object in posemode won't work well for tools */ | * not-selected active object in posemode won't work well for tools */ | ||||
| ED_object_base_select(basact, BA_SELECT); | ED_object_base_select(basact, BA_SELECT); | ||||
| retval = true; | retval = true; | ||||
| WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, basact->object); | WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, basact->object); | ||||
| WM_event_add_notifier(C, NC_OBJECT | ND_BONE_ACTIVE, basact->object); | WM_event_add_notifier(C, NC_OBJECT | ND_BONE_ACTIVE, basact->object); | ||||
| DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS); | |||||
| /* in weightpaint, we use selected bone to select vertexgroup, | /* in weightpaint, we use selected bone to select vertexgroup, | ||||
| * so no switch to new active object */ | * so no switch to new active object */ | ||||
| if (oldbasact && (oldbasact->object->mode & OB_MODE_WEIGHT_PAINT)) { | if (oldbasact && (oldbasact->object->mode & OB_MODE_WEIGHT_PAINT)) { | ||||
| /* prevent activating */ | /* prevent activating */ | ||||
| basact = NULL; | basact = NULL; | ||||
| } | } | ||||
| } | } | ||||
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