Snap Gizmo: remove unused "snap_elements"
This property was intended to keep the snap elements synchronized with the scene. But another solution exists. And this property is not even working correctly.
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@ -41,17 +41,6 @@ typedef struct SnapGizmo3D {
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V3DSnapCursorState *snap_state;
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} SnapGizmo3D;
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static void snap_gizmo_snap_elements_update(SnapGizmo3D *snap_gizmo)
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{
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wmGizmoProperty *gz_prop_snap;
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gz_prop_snap = WM_gizmo_target_property_find(&snap_gizmo->gizmo, "snap_elements");
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if (gz_prop_snap->prop) {
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V3DSnapCursorState *snap_state = snap_gizmo->snap_state;
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snap_state->snap_elem_force |= RNA_property_enum_get(&gz_prop_snap->ptr, gz_prop_snap->prop);
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}
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}
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/* -------------------------------------------------------------------- */
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/** \name ED_gizmo_library specific API
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* \{ */
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@ -262,9 +251,6 @@ static int snap_gizmo_test_select(bContext *C, wmGizmo *gz, const int mval[2])
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{
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SnapGizmo3D *snap_gizmo = (SnapGizmo3D *)gz;
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/* Snap Elements can change while the gizmo is active. Need to be updated somewhere. */
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snap_gizmo_snap_elements_update(snap_gizmo);
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/* Snap values are updated too late at the cursor. Be sure to update ahead of time. */
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int x, y;
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{
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@ -404,9 +390,6 @@ static void GIZMO_GT_snap_3d(wmGizmoType *gzt)
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INT_MAX);
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RNA_def_property_int_array_funcs_runtime(
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prop, gizmo_snap_rna_snap_elem_index_get_fn, NULL, NULL);
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/* Read/Write. */
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WM_gizmotype_target_property_def(gzt, "snap_elements", PROP_ENUM, 1);
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}
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void ED_gizmotypes_snap_3d(void)
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