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authorCampbell Barton <ideasman42@gmail.com>2021-01-09 10:27:25 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-01-09 10:42:36 +0300
commit246efd7286f6187e4dd4b3edcc79cccb1746bb1d (patch)
treee2fd2e8c3ebc7033a913ca6cf41eff386ca1e7d0 /source/blender/editors/sculpt_paint
parent645298be29601b0e772a15fe04c570a31df4a25d (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')
-rw-r--r--source/blender/editors/sculpt_paint/sculpt_uv.c2
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(&region->v2d);
uv_find_nearest_vert(scene, obedit, co, 0.0f, &hit);
element = BM_uv_element_get(data->elementMap, hit.efa, hit.l);