diff options
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_select.c')
-rw-r--r-- | source/blender/editors/uvedit/uvedit_select.c | 17 |
1 files changed, 0 insertions, 17 deletions
diff --git a/source/blender/editors/uvedit/uvedit_select.c b/source/blender/editors/uvedit/uvedit_select.c index 86390882bed..72fd31503de 100644 --- a/source/blender/editors/uvedit/uvedit_select.c +++ b/source/blender/editors/uvedit/uvedit_select.c @@ -148,10 +148,6 @@ BMLoop *ED_uvedit_active_edge_loop_get(BMesh *bm) /** \name Visibility and Selection Utilities * \{ */ -/** - * Intentionally don't return #UV_SELECT_ISLAND as it's not an element type. - * In this case return #UV_SELECT_VERTEX as a fallback. - */ char ED_uvedit_select_mode_get(const Scene *scene) { const ToolSettings *ts = scene->toolsettings; @@ -719,15 +715,6 @@ bool uv_find_nearest_edge_multi( return found; } -/** - * \param only_in_face: when true, only hit faces which `co` is inside. - * This gives users a result they might expect, especially when zoomed in. - * - * \note Concave faces can cause odd behavior, although in practice this isn't often an issue. - * The center can be outside the face, in this case the distance to the center - * could cause the face to be considered too far away. - * If this becomes an issue we could track the distance to the faces closest edge. - */ bool uv_find_nearest_face_ex( Scene *scene, Object *obedit, const float co[2], UvNearestHit *hit, const bool only_in_face) { @@ -1542,10 +1529,6 @@ static void uv_select_linked_multi(Scene *scene, } } -/** - * \warning This returns first selected UV, - * not ideal in many cases since there could be multiple. - */ const float *uvedit_first_selected_uv_from_vertex(Scene *scene, BMVert *eve, const int cd_loop_uv_offset) |