MeshFaceList.DeleteFaces also deletes vertices, however the SDK says it maintains the rest of the geometry:
“Removes a collection of faces from the mesh without affecting the remaining geometry.”
It seems to happen when a vertex loses all its faces.
Since there is a method to remove unused vertices, this method shouldn’t change the topology in my place.
private void RunScript(Mesh M, ref object A)
{
M.Faces.DeleteFaces(new int[]{10,8,6,4,2,0});
A = M;
}
DeleteFacesBug.gh (10.5 KB)
Please, fix that.
Thanks.