6212c3c37407d9dadc00a922242f06cbd5ee93b7
Refactor `BKE_armature_min_max()` so that it calls `BKE_pose_minmax(ob, use_hidden=false)`. The former took neither bone visibility nor custom bone shapes into account when computing the bounding box. Now these two are unified, fixing the regression. `BKE_armature_min_max()` is now basically a thin wrapper that uses more modern C++ types in its signature. This will be cleaned up in a follow-up refactor commit. Another difference is that these functions return the AABB in different coordinate spaces (object vs. world). This isn't done entirely correctly (just transforming the two extreme points), but in a way that is symmetrical with `BKE_object_minmax()`. Pull Request: https://projects.blender.org/blender/blender/pulls/121739
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