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Update source to v6.14.19098.19271
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@@ -716,7 +716,7 @@ static bool SetLimitPointSectorCheck(
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limit_point_sector_face = sit.IncrementToCrease(-1);
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unsigned int sector_face_count = 0;
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const ON_SubDFace* sector_face0 = sit.CurrentFace();
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for (const ON_SubDFace* sector_face = sector_face0; nullptr != sector_face && sector_face_count <= vertex_face_count; sector_face = sit.NextFace(true))
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for (const ON_SubDFace* sector_face = sector_face0; nullptr != sector_face && sector_face_count <= vertex_face_count; sector_face = sit.NextFace(ON_SubDSectorIterator::StopAt::AnyCrease))
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{
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if (sector_face == sector_face0 && sector_face_count == vertex_face_count && vertex->IsSmoothOrDart())
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{
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@@ -781,6 +781,11 @@ bool ON_SubDVertex::SetSavedLimitPoint(
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// set the point
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*lp = limit_point;
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// first limit point location wins
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ON_SubDLimitMeshFragment::SealPoints(true, m_limit_point.m_limitP, lp->m_limitP);
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// it is expected that the limit normal and tangents will be substantually different.
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lp->m_next_sector_limit_point = nullptr;
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// append the point to the vertex's linked list.
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