Commit: 957b408458140d1cfc72395d62189918bac5b5c7
Author: Campbell Barton
Date:   Thu Apr 6 15:16:34 2017 +1000
Branches: blender2.8
https://developer.blender.org/rB957b408458140d1cfc72395d62189918bac5b5c7

Fix manipulator showing in pose & editmode

===================================================================

M       source/blender/editors/transform/transform_manipulator.c

===================================================================

diff --git a/source/blender/editors/transform/transform_manipulator.c 
b/source/blender/editors/transform/transform_manipulator.c
index 4841b136f1d..13b97b2e1c0 100644
--- a/source/blender/editors/transform/transform_manipulator.c
+++ b/source/blender/editors/transform/transform_manipulator.c
@@ -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;

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