forked from bartvdbraak/blender
Attempt to fix #35548:
Use nearest edge instead of nearest vertex for UV island selection, or you may get a far away UV island that happens to have a vertex nearby.
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@ -2113,7 +2113,7 @@ static int uv_mouse_select(bContext *C, const float co[2], bool extend, bool loo
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hitlen = hit.efa->len;
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}
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else if (selectmode == UV_SELECT_ISLAND) {
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uv_find_nearest_vert(scene, ima, em, co, NULL, &hit);
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uv_find_nearest_edge(scene, ima, em, co, &hit);
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if (hit.efa == NULL) {
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return OPERATOR_CANCELLED;
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@ -2378,7 +2378,7 @@ static int uv_select_linked_internal(bContext *C, wmOperator *op, const wmEvent
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RNA_float_get_array(op->ptr, "location", co);
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}
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uv_find_nearest_vert(scene, ima, em, co, NULL, &hit);
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uv_find_nearest_edge(scene, ima, em, co, &hit);
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hit_p = &hit;
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}
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