The issue was that bone colors are only specified with 3 channels (RGB), but they're stored as 4 channels for some reason. So the fourth bogus channel gets initialized to zero by default, which was then being interpreted as zero alpha in some drawing modes. This fixes the issue by ensuring that the fourth unused channel always gets initialized to 255, and therefore can be validly interpreted as an alpha channel. Pull Request: https://projects.blender.org/blender/blender/pulls/115477