From cddfa7a449d22b3a680ea5e08381d6c621397e7a Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Mon, 18 May 2020 11:11:13 +0200 Subject: Fix T72729: Mask Modifier Loose Edges Not Shown MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit When using the mask modifier loose edges could be added to the mesh. These edges weren't marked as loose edges and wasn't picked up by other areas of blender. This fix recalculates the loose edges so they have the correct flag `ME_LOOSE_EDGE`. Reviewed By: Sybren Stüvel Differential Revision: https://developer.blender.org/D7766 --- source/blender/modifiers/intern/MOD_mask.cc | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/modifiers') diff --git a/source/blender/modifiers/intern/MOD_mask.cc b/source/blender/modifiers/intern/MOD_mask.cc index 3bdb5a3fd54..e5cba7fc601 100644 --- a/source/blender/modifiers/intern/MOD_mask.cc +++ b/source/blender/modifiers/intern/MOD_mask.cc @@ -366,6 +366,7 @@ static Mesh *applyModifier(ModifierData *md, const ModifierEvalContext *ctx, Mes copy_masked_polys_to_new_mesh( *mesh, *result, vertex_map, edge_map, masked_poly_indices, new_loop_starts); + BKE_mesh_calc_edges_loose(result); /* Tag to recalculate normals later. */ result->runtime.cd_dirty_vert |= CD_MASK_NORMAL; -- cgit v1.2.3