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author | Campbell Barton <ideasman42@gmail.com> | 2021-01-09 10:27:25 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-01-09 10:42:36 +0300 |
commit | 246efd7286f6187e4dd4b3edcc79cccb1746bb1d (patch) | |
tree | e2fd2e8c3ebc7033a913ca6cf41eff386ca1e7d0 /source/blender/editors/sculpt_paint/sculpt_uv.c | |
parent | 645298be29601b0e772a15fe04c570a31df4a25d (diff) |
Fix UV selection threshold which ignored image aspect and zoom level
Selecting UVs wasn't properly scaling based on the zoom or image aspect.
This now matches vertex selection in the 3D view.
Diffstat (limited to 'source/blender/editors/sculpt_paint/sculpt_uv.c')
-rw-r--r-- | source/blender/editors/sculpt_paint/sculpt_uv.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c index f77d473ae57..219a8303674 100644 --- a/source/blender/editors/sculpt_paint/sculpt_uv.c +++ b/source/blender/editors/sculpt_paint/sculpt_uv.c @@ -543,7 +543,7 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm /* we need to find the active island here */ if (do_island_optimization) { UvElement *element; - UvNearestHit hit = UV_NEAREST_HIT_INIT; + UvNearestHit hit = UV_NEAREST_HIT_INIT_MAX(®ion->v2d); uv_find_nearest_vert(scene, obedit, co, 0.0f, &hit); element = BM_uv_element_get(data->elementMap, hit.efa, hit.l); |