diff options
author | mano-wii <germano.costa@ig.com.br> | 2019-12-31 18:56:27 +0300 |
---|---|---|
committer | mano-wii <germano.costa@ig.com.br> | 2019-12-31 19:04:57 +0300 |
commit | 86a2ffc3ab321f00317aa05fb423c4df6f68aced (patch) | |
tree | 708f91fa3c5f84d0e35d8cf84dd3c4075a80ed2e /source/blender/editors/sculpt_paint/sculpt_uv.c | |
parent | 56ef761381ecdac6c1c379044ccf8b2fb296a9bd (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/sculpt_paint/sculpt_uv.c')
-rw-r--r-- | source/blender/editors/sculpt_paint/sculpt_uv.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c index 8fbaf3396bd..72b02436b92 100644 --- a/source/blender/editors/sculpt_paint/sculpt_uv.c +++ b/source/blender/editors/sculpt_paint/sculpt_uv.c @@ -521,18 +521,18 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm if (do_island_optimization) { /* We will need island information */ if (ts->uv_flag & UV_SYNC_SELECTION) { - data->elementMap = BM_uv_element_map_create(bm, false, true, true); + data->elementMap = BM_uv_element_map_create(bm, scene, false, false, true, true); } else { - data->elementMap = BM_uv_element_map_create(bm, true, true, true); + data->elementMap = BM_uv_element_map_create(bm, scene, true, false, true, true); } } else { if (ts->uv_flag & UV_SYNC_SELECTION) { - data->elementMap = BM_uv_element_map_create(bm, false, true, false); + data->elementMap = BM_uv_element_map_create(bm, scene, false, false, true, false); } else { - data->elementMap = BM_uv_element_map_create(bm, true, true, false); + data->elementMap = BM_uv_element_map_create(bm, scene, true, false, true, false); } } |