From e656dcd36536c0d6cf33cdd8336e73292986ae3a Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 13 Jul 2017 14:32:04 +1000 Subject: 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 --- source/blender/editors/uvedit/uvedit_ops.c | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) (limited to 'source/blender/editors/uvedit') 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; -- cgit v1.2.3