UV: select similar faces now skips meshes without a selection
Apply optimizeation from vertex/edge modes to face mode. Also note why this is done.
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@@ -4867,8 +4867,11 @@ static wmOperatorStatus uv_select_similar_vert_exec(bContext *C, wmOperator *op)
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for (Object *ob : objects) {
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BMesh *bm = BKE_editmesh_from_object(ob)->bm;
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if (!(ts->uv_flag & UV_SYNC_SELECTION) && (bm->totvertsel == 0)) {
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continue;
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if (bm->totvertsel == 0) {
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/* No selection means no visible UV's unless sync-select is enabled. */
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if (!(ts->uv_flag & UV_SYNC_SELECTION)) {
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continue;
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}
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}
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bool changed = false;
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@@ -4981,8 +4984,11 @@ static wmOperatorStatus uv_select_similar_edge_exec(bContext *C, wmOperator *op)
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for (Object *ob : objects) {
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BMesh *bm = BKE_editmesh_from_object(ob)->bm;
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if (!(ts->uv_flag & UV_SYNC_SELECTION) && (bm->totvertsel == 0)) {
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continue;
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if (bm->totvertsel == 0) {
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/* No selection means no visible UV's unless sync-select is enabled. */
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if (!(ts->uv_flag & UV_SYNC_SELECTION)) {
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continue;
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}
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}
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bool changed = false;
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@@ -5053,6 +5059,9 @@ static wmOperatorStatus uv_select_similar_face_exec(bContext *C, wmOperator *op)
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for (const int ob_index : objects.index_range()) {
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Object *ob = objects[ob_index];
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BMesh *bm = BKE_editmesh_from_object(ob)->bm;
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if (bm->totvertsel == 0) {
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continue;
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}
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float ob_m3[3][3];
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copy_m3_m4(ob_m3, ob->object_to_world().ptr());
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@@ -5084,6 +5093,13 @@ static wmOperatorStatus uv_select_similar_face_exec(bContext *C, wmOperator *op)
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for (const int ob_index : objects.index_range()) {
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Object *ob = objects[ob_index];
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BMesh *bm = BKE_editmesh_from_object(ob)->bm;
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if (bm->totvertsel == 0) {
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/* No selection means no visible UV's unless sync-select is enabled. */
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if (!(ts->uv_flag & UV_SYNC_SELECTION)) {
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continue;
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}
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}
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bool changed = false;
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const BMUVOffsets offsets = BM_uv_map_offsets_get(bm);
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