Added undo in UV FaceSelect mode (3d window) and in UV Image window.
Brecht; can you give it a good test :)
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@@ -608,6 +608,7 @@ void reveal_tface()
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tface++;
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}
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BIF_undo_push("Reveil UV face");
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWIMAGE, 0);
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}
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@@ -644,6 +645,7 @@ void hide_tface()
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tface++;
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}
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BIF_undo_push("Hide UV face");
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWIMAGE, 0);
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@@ -713,6 +715,7 @@ void select_linked_tfaces()
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}
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MEM_freeN(cpmain);
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BIF_undo_push("Select linked UV face");
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWIMAGE, 0);
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}
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@@ -745,6 +748,8 @@ void deselectall_tface()
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}
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tface++;
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}
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BIF_undo_push("(De)select all UV face");
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWIMAGE, 0);
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}
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@@ -769,6 +774,7 @@ void selectswap_tface(void)
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tface++;
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}
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BIF_undo_push("Select swap UV face");
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWIMAGE, 0);
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}
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@@ -834,6 +840,7 @@ void rotate_uv_tface()
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mface++;
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}
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BIF_undo_push("Rotate UV face");
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makeDispList(OBACT);
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWIMAGE, 0);
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@@ -935,6 +942,8 @@ void face_select()
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lasttface = tsel;
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/* image window redraw */
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BIF_undo_push("Select UV face");
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allqueue(REDRAWIMAGE, 0);
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allqueue(REDRAWBUTSEDIT, 0);
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allqueue(REDRAWVIEW3D, 0);
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@@ -1090,6 +1099,9 @@ void uv_autocalc_tface()
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case UV_LSCM_MAPPING:
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unwrap_lscm(); break;
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}
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if(mode>0) BIF_undo_push("UV calculation");
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}
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void set_faceselect() /* toggle */
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@@ -1118,11 +1130,13 @@ void set_faceselect() /* toggle */
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set_lasttface();
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set_seamtface(); /* set TF_SEAM flags in tface */
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}
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BIF_undo_push("Set UV Faceselect");
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}
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else if((G.f & (G_WEIGHTPAINT|G_VERTEXPAINT|G_TEXTUREPAINT))==0) {
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if(me) reveal_tface();
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setcursor_space(SPACE_VIEW3D, CURSOR_STD);
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makeDispList(ob);
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BIF_undo_push("End UV Faceselect");
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}
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countall();
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}
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@@ -1538,6 +1552,7 @@ void face_draw()
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persp(PERSP_WIN);
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BIF_undo_push("UV face draw");
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWIMAGE, 0);
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allqueue(REDRAWHEADERS, 0);
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@@ -1604,6 +1619,7 @@ void get_same_uv(void)
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/* image window redraw */
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BIF_undo_push("Get same UV");
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allqueue(REDRAWIMAGE, 0);
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allqueue(REDRAWVIEW3D, 0);
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}
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