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Update source to v6.14.19098.19271
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@@ -480,7 +480,7 @@ bool ON_SubD::ComponentRingIsValid(
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}
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else
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{
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if (2 != edge->m_face_count || false == edge->IsSmooth(true))
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if (2 != edge->m_face_count || false == edge->IsSmooth())
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return ON_SUBD_RETURN_ERROR(false);
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}
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@@ -927,7 +927,7 @@ unsigned int ON_SubD::GetSectorComponentRing(
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const unsigned int N = vertex->m_edge_count; // for () used to prevent infinite recursion when vertex is not valid
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for (unsigned int i = 0; i < N; i++)
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{
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const ON_SubDFace* face = localsit.NextFace(true);
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const ON_SubDFace* face = localsit.NextFace(ON_SubDSectorIterator::StopAt::AnyCrease);
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edgeptr = localsit.CurrentEdgePtr(0);
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const ON_SubDEdge* edge = edgeptr.Edge();
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@@ -969,7 +969,7 @@ unsigned int ON_SubD::GetSectorComponentRing(
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return ON_SUBD_RETURN_ERROR(0);
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}
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if ( false == edge->IsSmooth(true) || 2 != edge->m_face_count )
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if ( false == edge->IsSmooth() || 2 != edge->m_face_count )
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return ON_SUBD_RETURN_ERROR(false);
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if ( component_ring_count >= component_ring_capacity)
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