Bugfix for hinge bone transform for multiple selected bones: now
only transforms the children too if they are connected, otherwise they get transformed twice.
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@@ -626,7 +626,7 @@ static void bone_children_clear_transflag(ListBase *lb)
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Bone *bone= lb->first;
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for(;bone;bone= bone->next) {
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if(bone->flag & BONE_HINGE)
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if((bone->flag & BONE_HINGE) && (bone->flag & BONE_CONNECTED))
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bone->flag |= BONE_HINGE_CHILD_TRANSFORM;
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else
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bone->flag &= ~BONE_TRANSFORM;
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