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So I think this was always this way, also because what connected edges it is supposed to be using would be ambiguous,. Lets say you want the loop at the top, so you ALT click on one of the edges on the top, but how would it know to select the top ring and not the one that forms the side face?
It still selects the whole loop if theres no face connecting the edges.
Yeah 3.1 acts the same: I downloaded that to check aswell.
https://i.imgur.com/1BeBXj1.gif
Well if you still need the loop you can simply select the whole face, or delete the face and get the behavior of a normal loop / circle.
Currently, I have a box that has thickness in walls. It has a "square" base with a hole in it, so it's the same issue with the edges when I want to add seams to unwrap, but it's more clicks to select the faces and unselect the edges, than it is to simply select the edges themselves, which just wastes a bit of my time frustratingly.
Likewise, boolean holes from cylinders don't seem to be edge-selectable which is quite annoying as I use that functionality a lot. Not really sure why they can't be selected in this case, but probably the same issue. Face selection ironically works with them and I can still add loop cuts all I want, just selecting the edges doesn't want to play nice.
Edit: Or, better described, as you just did, it needs 4 edges at a vertex to continue the loop.
The edges of a cube are not a clearly defined loop. How is the algorithm supposed to know which way you want to go?
If you boolean cut a cylinder you end up with undefined loops as well, since you (usually) do not have nice quads there.
Has always been this way, will always be this way, the algorithm cannot read your mind.
I'm just a bit annoyed that parallel loops to the edges can be selected by these edge ones that are functionally nearly identical can't be selected, despite behaving in almost the exact same way. There really isn't that much "mind reading" required, as you seem to imply.
Edit: If you e.g. simply cut a hole through a cylinder, it may look neat, but it isn't at all, since the front and back face will be ngons, you cannot loop select those, as explained above. If you make it all quads around the edge, you will be able to loop select the rim.
Yeah, I understand your issue, but it may be intiutively clear to you where the loop should go, but mathematically it is not.
Or I'll discover why it isn't a feature by default, haha.
Did you try selecting one edge and then using one of the select -> similar options? Like face angles. Might work a little better, depending on your geometry.