forked from bartvdbraak/blender
Fix minor glitch w/ edit-bone center
Don't include the same point multiple times when calculating center with connected bones.
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1f386cce5f
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@ -367,7 +367,13 @@ static int calc_manipulator_stats(const bContext *C)
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calc_tw_center(scene, ebo->tail);
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totsel++;
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}
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if (ebo->flag & BONE_ROOTSEL) {
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if ((ebo->flag & BONE_ROOTSEL) &&
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/* don't include same point multiple times */
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((ebo->flag & BONE_CONNECTED) &&
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(ebo->parent != NULL) &&
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(ebo->parent->flag & BONE_TIPSEL) &&
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EBONE_VISIBLE(arm, ebo->parent)) == 0)
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{
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calc_tw_center(scene, ebo->head);
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totsel++;
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}
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