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Avoid teardrops in priority calculation

When choosing a new priority value, don't look at teardrops (which have
high priority)
7.0
Seth Hillbrand 4 years ago
parent
commit
418df36790
  1. 5
      pcbnew/tools/zone_create_helper.cpp

5
pcbnew/tools/zone_create_helper.cpp

@ -75,7 +75,10 @@ std::unique_ptr<ZONE> ZONE_CREATE_HELPER::createNewZone( bool aKeepout )
unsigned priority = 0;
for( ZONE* zone : board->Zones() )
priority = std::max( priority, zone->GetAssignedPriority() );
{
if( zone->GetTeardropAreaType() == TEARDROP_TYPE::TD_NONE )
priority = std::max( priority, zone->GetAssignedPriority() );
}
zoneInfo.m_ZonePriority = static_cast<int>( priority + 1 );
}

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