Fix mesh edit wasn't updating for new objects
The problem was that we were updating the mesh cache on BKE_object_eval_shading, not on mesh change.
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@@ -342,13 +342,14 @@ void BKE_object_eval_uber_data(EvaluationContext *eval_ctx,
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BLI_assert(ob->type != OB_ARMATURE);
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BKE_object_handle_data_update(eval_ctx, scene, ob);
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if (ob->type == OB_MESH) {
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BKE_mesh_batch_cache_dirty(ob->data);
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}
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ob->recalc &= ~(OB_RECALC_DATA | OB_RECALC_TIME);
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}
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void BKE_object_eval_shading(EvaluationContext *UNUSED(eval_ctx), Object *ob)
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{
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DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
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if (ob->type == OB_MESH) {
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BKE_mesh_batch_cache_dirty(ob->data);
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}
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}
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