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
This commit is contained in:
Campbell Barton 2017-07-13 14:32:04 +10:00
parent d3f7b04f04
commit e656dcd365
Notes: blender-bot 2023-02-14 07:08:25 +01:00
Referenced by issue #50970, UV island select won't select contiguous faces when the polygons UV data flips from positive to negative inside an island
1 changed files with 7 additions and 2 deletions

View File

@ -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;