Flush Edge selection down to verts in subdivide if you are in Vertex select mode
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@@ -2268,6 +2268,7 @@ void esubdivideflag(int flag, float rad, int beauty, int numcuts, int seltype)
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if(eed->f2 & EDGENEW){
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eed->f |= flag;
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EM_select_edge(eed,1);
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}else{
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eed->f &= !flag;
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EM_select_edge(eed,0);
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@@ -2284,6 +2285,14 @@ void esubdivideflag(int flag, float rad, int beauty, int numcuts, int seltype)
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}
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}
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}
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if(G.scene->selectmode & SCE_SELECT_VERTEX){
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for(eed = em->edges.first;eed;eed = eed->next){
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if(eed->f & SELECT){
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eed->v1->f |= SELECT;
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eed->v2->f |= SELECT;
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}
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}
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}
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// Free the ghash and call MEM_freeN on all the value entries to return
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// that memory
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BLI_ghash_free(gh, NULL, (GHashValFreeFP)MEM_freeN);
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@@ -4490,6 +4499,7 @@ int EdgeSlide(short immediate, float imperc)
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// we should have enough info now to slide
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//persp(PERSP_WIN);
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//glDrawBuffer(GL_FRONT);
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percp = -1;
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while(draw){
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if(perc == percp){
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PIL_sleep_ms(10);
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