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-rw-r--r--source/blender/editors/transform/transform_conversions.c8
1 files changed, 2 insertions, 6 deletions
diff --git a/source/blender/editors/transform/transform_conversions.c b/source/blender/editors/transform/transform_conversions.c
index 77bf3158f6c..54c943661c0 100644
--- a/source/blender/editors/transform/transform_conversions.c
+++ b/source/blender/editors/transform/transform_conversions.c
@@ -2388,7 +2388,8 @@ static void createTransEditVerts(TransInfo *t)
int island_info_tot;
int *island_vert_map = NULL;
- const bool is_island_center = (t->around == V3D_AROUND_LOCAL_ORIGINS) && (t->mode != TFM_TRANSLATION);
+ /* Even for translation this is needed because of island-orientation, see: T51651. */
+ const bool is_island_center = (t->around == V3D_AROUND_LOCAL_ORIGINS);
/* Original index of our connected vertex when connected distances are calculated.
* Optional, allocate if needed. */
int *dists_index = NULL;
@@ -2454,11 +2455,6 @@ static void createTransEditVerts(TransInfo *t)
editmesh_set_connectivity_distance(em->bm, mtx, dists, dists_index);
}
- /* Only in case of rotation and resize, we want the elements of the edited
- * object to behave as groups whose pivot are the individual origins
- *
- * TODO: use island_info to detect the closest point when the "Snap Target"
- * in Blender UI is "Closest" */
if (is_island_center) {
/* In this specific case, near-by vertices will need to know the island of the nearest connected vertex. */
const bool calc_single_islands = (