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authorCampbell Barton <ideasman42@gmail.com>2017-07-13 07:32:04 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-07-13 07:32:04 +0300
commite656dcd36536c0d6cf33cdd8336e73292986ae3a (patch)
tree807aa04513132cb68770ea46f5b0dbd4c4c6f6dd /source/blender/editors/uvedit
parentd3f7b04f041e37626652fe1c0ce14ce30e0a5b86 (diff)
Revert T44320: UV island overlap considered linked
In the reported example it seemed reasonable to apply this change. But it causes a much more common case (selecting projections) to be split into 2x islands. Resolves T50970
Diffstat (limited to 'source/blender/editors/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_ops.c9
1 files changed, 7 insertions, 2 deletions
diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c
index 193b006cf0d..d7361f5a259 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -1136,8 +1136,13 @@ static void uv_select_linked(Scene *scene, Image *ima, BMEditMesh *em, const flo
BM_mesh_elem_table_ensure(em->bm, BM_FACE); /* we can use this too */
- /* use winding so we don't consider overlapping islands as connected, see T44320 */
- vmap = BM_uv_vert_map_create(em->bm, limit, !select_faces, true);
+ /* Note, we had 'use winding' so we don't consider overlapping islands as connected, see T44320
+ * this made *every* projection split the island into front/back islands.
+ * Keep 'use_winding' to false, see: T50970.
+ *
+ * Better solve this by having a delimit option for select-linked operator,
+ * keeping island-select working as is. */
+ vmap = BM_uv_vert_map_create(em->bm, limit, !select_faces, false);
if (vmap == NULL)
return;