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authorCampbell Barton <ideasman42@gmail.com>2020-05-22 14:56:04 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-05-22 15:18:32 +0300
commit69e331201eac1adbe0d2cfab5abf84822a81186a (patch)
tree4263bd411835a79d28d7fded0aee4516fa257c16 /source/blender/editors/uvedit/uvedit_smart_stitch.c
parent59aed2a255f22f0cf91dbdf2e9daac179b9c2649 (diff)
UV: remove "UV Local View" for UV editing
This feature was added when Blender used tex-face (per-face images), but doesn't make as much sense since this was removed. Removing this from UV edit-mode as this wasn't working in any of the 2.8x releases, causing UV's to be visible but unselectable. Resolves issue raised in T76958.
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_smart_stitch.c')
-rw-r--r--source/blender/editors/uvedit/uvedit_smart_stitch.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/editors/uvedit/uvedit_smart_stitch.c b/source/blender/editors/uvedit/uvedit_smart_stitch.c
index 3a4f12acf9c..594847b7249 100644
--- a/source/blender/editors/uvedit/uvedit_smart_stitch.c
+++ b/source/blender/editors/uvedit/uvedit_smart_stitch.c
@@ -2550,12 +2550,11 @@ static StitchState *stitch_select(bContext *C,
float co[2];
UvNearestHit hit = UV_NEAREST_HIT_INIT;
ARegion *region = CTX_wm_region(C);
- Image *ima = CTX_data_edit_image(C);
UI_view2d_region_to_view(&region->v2d, event->mval[0], event->mval[1], &co[0], &co[1]);
if (ssc->mode == STITCH_VERT) {
- if (uv_find_nearest_vert_multi(scene, ima, ssc->objects, ssc->objects_len, co, 0.0f, &hit)) {
+ if (uv_find_nearest_vert_multi(scene, ssc->objects, ssc->objects_len, co, 0.0f, &hit)) {
/* Add vertex to selection, deselect all common uv's of vert other than selected and
* update the preview. This behavior was decided so that you can do stuff like deselect
* the opposite stitchable vertex and the initial still gets deselected */
@@ -2576,7 +2575,7 @@ static StitchState *stitch_select(bContext *C,
return state;
}
}
- else if (uv_find_nearest_edge_multi(scene, ima, ssc->objects, ssc->objects_len, co, &hit)) {
+ else if (uv_find_nearest_edge_multi(scene, ssc->objects, ssc->objects_len, co, &hit)) {
/* find StitchState from hit->ob */
StitchState *state = NULL;
for (uint ob_index = 0; ob_index < ssc->objects_len; ob_index++) {