Fix manipulator showing in pose & editmode

This commit is contained in:
Campbell Barton
2017-04-06 15:16:34 +10:00
parent 0899b4bb3f
commit 957b408458

View File

@@ -337,8 +337,6 @@ static int calc_manipulator_stats(const bContext *C)
}
else if (obedit) {
ob = obedit;
if ((ob->lay & v3d->lay) == 0) return 0;
if (obedit->type == OB_MESH) {
BMEditMesh *em = BKE_editmesh_from_object(obedit);
BMEditSelection ese;
@@ -521,8 +519,6 @@ static int calc_manipulator_stats(const bContext *C)
int mode = TFM_ROTATION; // mislead counting bones... bah. We don't know the manipulator mode, could be mixed
bool ok = false;
if ((ob->lay & v3d->lay) == 0) return 0;
if ((v3d->around == V3D_AROUND_ACTIVE) && (pchan = BKE_pose_channel_active(ob))) {
/* doesn't check selection or visibility intentionally */
Bone *bone = pchan->bone;