Fix T86924: UV Sync selection breaks individual origin calculation

Use uvedit_uv_select_test which accounts for UV Sync selection.

Ref D10830
This commit is contained in:
Siddhartha Jejurkar 2021-03-27 15:58:31 +11:00 committed by Campbell Barton
parent a6ec2de96a
commit 9f3d41d4ee
Notes: blender-bot 2023-02-14 12:01:57 +01:00
Referenced by issue #89861, Stitch on polygon mode in the UV editor is broken in Blender 2.93 but works in Blender 2.92
Referenced by issue #86924, Enabling UV Sync selection with individual origins creates new UV islands
1 changed files with 2 additions and 2 deletions

View File

@ -785,7 +785,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
l = v->l;
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
uv = luv->uv;
uv_vert_sel = luv->flag & MLOOPUV_VERTSEL;
uv_vert_sel = uvedit_uv_select_test(scene, l, cd_loop_uv_offset);
lastv = NULL;
iterv = vlist;
@ -796,7 +796,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
l = iterv->l;
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
uv2 = luv->uv;
uv2_vert_sel = luv->flag & MLOOPUV_VERTSEL;
uv2_vert_sel = uvedit_uv_select_test(scene, l, cd_loop_uv_offset);
/* Check if the uv loops share the same selection state (if not, they are not connected as
* they have been ripped or other edit commands have separated them). */