Fix UI glitches when "fill bed" fails to add any additional instances
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@ -147,6 +147,11 @@ void FillBedJob::finalize()
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size_t inst_cnt = model_object->instances.size();
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int added_cnt = std::accumulate(m_selected.begin(), m_selected.end(), 0, [](int s, auto &ap) {
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return s + int(ap.priority == 0 && ap.bed_idx == 0);
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});
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if (added_cnt > 0) {
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for (ArrangePolygon &ap : m_selected) {
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if (ap.bed_idx != arrangement::UNARRANGED && (ap.priority != 0 || ap.bed_idx == 0))
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ap.apply();
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@ -156,17 +161,14 @@ void FillBedJob::finalize()
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m_plater->update();
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int added_cnt = std::accumulate(m_selected.begin(), m_selected.end(), 0,
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[](int s, auto &ap) {
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return s + int(ap.priority == 0 && ap.bed_idx == 0);
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});
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// FIXME: somebody explain why this is needed for increase_object_instances
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if (inst_cnt == 1) added_cnt++;
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if (added_cnt > 0)
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m_plater->sidebar()
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.obj_list()->increase_object_instances(m_object_idx, size_t(added_cnt));
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}
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Job::finalize();
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}
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}} // namespace Slic3r::GUI
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