Multi object editing - UV_OT_snap_selected
is there a reason why you added ED_uvedit_minmax_multi(..) instead of replacing ED_uvedit_minmax(..) ? ED_uvedit_minmax is now redundant.
I'm asking because I'd like to port UV_OT_align and UV_OT_weld and I'm wondering if I should do the same.
EDIT: I can see that you probably did so in order to keep other (unfinished) operators running. But do we still want to keep both once all operators have been ported?
You're right I kept the original in case other code uses it. I don't remember whether I checked to see if it was still used or not.
I'm still fairly new to blender code but I think if I was sure the code was no longer used I'd remove it. I hope that helps.
Just so you know, I'm currently working on UV_OT_remove_doubles
For consistency sake I would say call this objects?
You are leaving the function without freeing `objects_edit, this will lead to memory leak.
Why MEM_SAFE_FREE instead of MEM_freeN?
return FINISHED only if changed. We are doing this for other operators, look for changed_multi in the code.