I've searched the internet, and have seen the code which generates this error. While I've been a programmer for more years than I can remember, I'm still quite new to Blender (and I have a feeling, this can go on for quite a while in spite of handling a massive learning curve. ;-))
Anyway, I am making a model of my home, and I decided I wanted to separate the inner walls from the outer walls to place them in separate layers. Everything was going fairly well using rip. I would run across some duplicates, or the occasional mismatch in closeness which weren't merged. I handled by either merging, then ripping, or removing duplicates. However, I came across one wall section which just won't rip not matter what.
To me, I'm thinking that somehow Blender thinks one or more of the vertices belong to one piece, like the inner, and the other one or more of 4 belong to the other side, like the outer wall. And I'm getting the error message "Cannot rip multiple disconnected vertices", which according to the code, could be fixed, but apparently has yet to be done.
Details are included in the code as follows: "When calling edge split we operate on tagged edges rather then selected, this is important because the edges to operate on are extended by one."
So, this appears to be a problem with referencing the edges and what face they belong to, or some such thing. In a couple of cases, I deleted the faces, leaving only edges and vertices, and the rip worked, in another I had to excise a piece of the inner wall, and then grab and move the edge close, without merging the vertices, to keep the concept of separating the join, or basically unwelding (as I've heard some say).
But, this problem seems to show up a bit, now that it's reared its ugly head, and I'm hoping someone can tell me how to fix the problem mentioned in the code, or explain the difference between a "tagged" edge, vs a "selected" edge.
I have a feeling if this was an easy fix, it would have been fixed in code at creation; so, I'm presuming it's not an easy fix. This really impairs the Rip function, which is a very nice feature, from my understanding this is a new feature, and I feel fortunate that it exists at a time I'm just starting out in Blender.
So, is there any help out there on either fixing the specific problem regarding why there is a 'tagging' vs 'selected' problem. I do have a lengthy workaround; but, it would be nice to either see this fixed, or I could report it as a bug, or maybe something totally different?