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authormano-wii <germano.costa@ig.com.br>2019-12-31 18:56:27 +0300
committermano-wii <germano.costa@ig.com.br>2019-12-31 19:04:57 +0300
commit86a2ffc3ab321f00317aa05fb423c4df6f68aced (patch)
tree708f91fa3c5f84d0e35d8cf84dd3c4075a80ed2e /source/blender/editors/include/ED_mesh.h
parent56ef761381ecdac6c1c379044ccf8b2fb296a9bd (diff)
Transform: Individual Origins: Create islands between only selected uvs.
Currently the islands are created depending only on the visible UVs. This can be confusing because compared to Edit Meshes, islands are created based on the selected elements. T68284 shows a case where this confusion is observed. Differential Revision: https://developer.blender.org/D6502
Diffstat (limited to 'source/blender/editors/include/ED_mesh.h')
-rw-r--r--source/blender/editors/include/ED_mesh.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_mesh.h b/source/blender/editors/include/ED_mesh.h
index 4bf43a2034a..90ad90058e7 100644
--- a/source/blender/editors/include/ED_mesh.h
+++ b/source/blender/editors/include/ED_mesh.h
@@ -109,7 +109,9 @@ void EDBM_update_generic(struct BMEditMesh *em,
const bool is_destructive);
struct UvElementMap *BM_uv_element_map_create(struct BMesh *bm,
- const bool selected,
+ struct Scene *scene,
+ const bool face_selected,
+ const bool uv_selected,
const bool use_winding,
const bool do_islands);
void BM_uv_element_map_free(struct UvElementMap *vmap);