Edit Mesh: pass in Mesh instead of BMEditMesh to EDBM_update_generic
This avoids a list lookup in Main (recently added), passing in a mesh instead of an edit-mesh, since the mesh links to the edit-mesh.
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@@ -270,7 +270,7 @@ static void mouse_mesh_shortest_path_vert(Scene *UNUSED(scene),
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}
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}
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EDBM_update_generic(em, false, false);
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EDBM_update_generic(obedit->data, false, false);
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}
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/** \} */
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@@ -474,7 +474,7 @@ static void mouse_mesh_shortest_path_edge(Scene *scene,
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}
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}
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EDBM_update_generic(em, false, false);
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EDBM_update_generic(obedit->data, false, false);
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if (op_params->edge_mode == EDGE_MODE_TAG_SEAM) {
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ED_uvedit_live_unwrap(scene, &obedit, 1);
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@@ -591,7 +591,7 @@ static void mouse_mesh_shortest_path_face(Scene *UNUSED(scene),
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BM_mesh_active_face_set(bm, f_dst_last);
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}
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EDBM_update_generic(em, false, false);
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EDBM_update_generic(obedit->data, false, false);
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}
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/** \} */
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