Regression: Blender Crashes On Scene Switch #111165

Closed
opened 2023-08-16 06:55:51 +02:00 by Omar · 15 comments

System Information
Operating system: Linux-5.19.0-43-generic-x86_64-with-glibc2.35 64 Bits, X11 UI
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01

Blender Version
Broken: version: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc
Worked: 3.1
Caused by 31b2b84b3c

Short description of error
Blender crashes when switching to a scene that has another scene as a background scene.

Exact steps for others to reproduce the error
Uploaded crash log.
From default scene:

  1. Create a new scene (scene.001).

  2. set the background scene in the newly created scene as scene (the original scene).

  3. Create a newer scene (scene.002).

  4. Set the background scene in the newly created scene (scene.002) as scene.001.

  5. Switch back to scene (the original).

  6. Link the lamp to scene.001.

  7. Link the camera to scene.002.

  8. Now on switching to scene.002 blender crashes.

I was able to reproduce every time. But after saving the file before step 8 I could not reproduce the crash, but there was a very noticeable hang up on performing step 8.

**System Information** Operating system: Linux-5.19.0-43-generic-x86_64-with-glibc2.35 64 Bits, X11 UI Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01 **Blender Version** Broken: version: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: `8bda729ef4dc` Worked: 3.1 Caused by 31b2b84b3c788bfae2ced046d05c39c56f8056f0 **Short description of error** Blender crashes when switching to a scene that has another scene as a background scene. **Exact steps for others to reproduce the error** Uploaded crash log. From default scene: 1. Create a new scene (scene.001). 2. set the background scene in the newly created scene as scene (the original scene). 3. Create a newer scene (scene.002). 4. Set the background scene in the newly created scene (scene.002) as scene.001. 5. Switch back to scene (the original). 6. Link the lamp to scene.001. 7. Link the camera to scene.002. 8. Now on switching to scene.002 blender crashes. I was able to reproduce every time. But after saving the file before step 8 I could not reproduce the crash, but there was a very noticeable hang up on performing step 8.
Omar added the
Type
Report
Priority
Normal
Status
Needs Triage
labels 2023-08-16 06:55:52 +02:00

This triggered BLI_assert(base_index >= 0) in

>	blender.exe!BKE_object_eval_eval_base_flags(Depsgraph * depsgraph, Scene * scene, int view_layer_index, Object * object, int base_index, bool is_from_set) Řádek 410	C++
 	blender.exe!blender::deg::DepsgraphNodeBuilder::build_object_flags::__l2::<lambda>(Depsgraph * depsgraph) Řádek 888	C++
 	[Externí kód]	
 	blender.exe!blender::deg::`anonymous namespace'::evaluate_node(const blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * operation_node) Řádek 109	C++
 	blender.exe!blender::deg::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata) Řádek 122	C++
 	blender.exe!Task::operator()() Řádek 167	C++
 	blender.exe!tbb_task_pool_run(TaskPool * pool, Task && task) Řádek 217	C++
 	blender.exe!BLI_task_pool_push(TaskPool * pool, void(*)(TaskPool *, void *) run, void * taskdata, bool free_taskdata, void(*)(TaskPool *, void *) freedata) Řádek 458	C++
 	blender.exe!blender::deg::`anonymous-namespace'::deg_task_run_func::__l2::<lambda>(blender::deg::OperationNode * node) Řádek 124	C++
 	blender.exe!blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)>::callback_fn<`blender::deg::`anonymous namespace'::deg_task_run_func'::`2'::SnapCursorDataIntern <lambda>(void)>(__int64 callable, blender::deg::OperationNode * <params_0>) Řádek 97	C++
 	blender.exe!blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)>::operator()(blender::deg::OperationNode * <params_0>) Řádek 133	C++
 	blender.exe!blender::deg::`anonymous namespace'::schedule_node(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * node, bool dec_parents, const blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 285	C++
 	blender.exe!blender::deg::`anonymous namespace'::schedule_children(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * node, blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 307	C++
 	blender.exe!blender::deg::`anonymous namespace'::schedule_node(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * node, bool dec_parents, const blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 279	C++
 	blender.exe!blender::deg::`anonymous namespace'::schedule_children(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * node, blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 307	C++
 	blender.exe!blender::deg::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata) Řádek 125	C++
 	blender.exe!Task::operator()() Řádek 167	C++
 	blender.exe!tbb_task_pool_run(TaskPool * pool, Task && task) Řádek 217	C++
 	blender.exe!BLI_task_pool_push(TaskPool * pool, void(*)(TaskPool *, void *) run, void * taskdata, bool free_taskdata, void(*)(TaskPool *, void *) freedata) Řádek 458	C++
 	blender.exe!blender::deg::`anonymous-namespace'::evaluate_graph_threaded_stage::__l2::<lambda>(blender::deg::OperationNode * node) Řádek 323	C++
 	blender.exe!blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)>::callback_fn<`blender::deg::`anonymous namespace'::evaluate_graph_threaded_stage'::`2'::SnapCursorDataIntern <lambda>(void)>(__int64 callable, blender::deg::OperationNode * <params_0>) Řádek 97	C++
 	blender.exe!blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)>::operator()(blender::deg::OperationNode * <params_0>) Řádek 133	C++
 	blender.exe!blender::deg::`anonymous namespace'::schedule_node(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * node, bool dec_parents, const blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 285	C++
 	blender.exe!blender::deg::`anonymous namespace'::schedule_graph(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, const blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 292	C++
 	blender.exe!blender::deg::`anonymous namespace'::evaluate_graph_threaded_stage(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, TaskPool * task_pool, const blender::deg::`anonymous-namespace'::EvaluationStage stage) Řádek 324	C++
 	blender.exe!blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph * graph) Řádek 448	C++
 	blender.exe!deg_flush_updates_and_refresh(blender::deg::Depsgraph * deg_graph) Řádek 46	C++
 	blender.exe!DEG_evaluate_on_framechange(Depsgraph * graph, float frame) Řádek 81	C++
 	blender.exe!BKE_scene_graph_update_for_newframe_ex(Depsgraph * depsgraph, bool clear_recalc) Řádek 2821	C++
 	blender.exe!BKE_scene_graph_update_for_newframe(Depsgraph * depsgraph) Řádek 2869	C++
 	blender.exe!ED_update_for_newframe(Main * bmain, Depsgraph * depsgraph) Řádek 1830	C++
 	blender.exe!ED_scene_change_update(Main * bmain, Scene * scene, ViewLayer * layer) Řádek 171	C++
 	blender.exe!WM_window_set_active_scene(Main * bmain, bContext * C, wmWindow * win, Scene * scene) Řádek 2530	C++
 	blender.exe!rna_Window_scene_update(bContext * C, PointerRNA * ptr) Řádek 785	C++
 	blender.exe!rna_property_update(bContext * C, Main * bmain, Scene * scene, PointerRNA * ptr, PropertyRNA * prop) Řádek 2114	C++
 	blender.exe!RNA_property_update(bContext * C, PointerRNA * ptr, PropertyRNA * prop) Řádek 2187	C++
 	blender.exe!template_ID_set_property_exec_fn(bContext * C, void * arg_template, void * item) Řádek 357	C++
 	blender.exe!ui_apply_but_funcs_after(bContext * C) Řádek 1062	C++
 	blender.exe!ui_handler_region_menu(bContext * C, const wmEvent * event, void * __formal) Řádek 11561	C++
 	blender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, const bool always_pass) Řádek 818	C++
 	blender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Řádek 3319	C++
 	blender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Řádek 3436	C++
 	blender.exe!wm_event_do_handlers(bContext * C) Řádek 4063	C++
 	blender.exe!WM_main(bContext * C) Řádek 637	C++
 	blender.exe!main(int argc, const char * * __formal) Řádek 596	C++

CC @mont29

This triggered `BLI_assert(base_index >= 0)` in ``` > blender.exe!BKE_object_eval_eval_base_flags(Depsgraph * depsgraph, Scene * scene, int view_layer_index, Object * object, int base_index, bool is_from_set) Řádek 410 C++ blender.exe!blender::deg::DepsgraphNodeBuilder::build_object_flags::__l2::<lambda>(Depsgraph * depsgraph) Řádek 888 C++ [Externí kód] blender.exe!blender::deg::`anonymous namespace'::evaluate_node(const blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * operation_node) Řádek 109 C++ blender.exe!blender::deg::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata) Řádek 122 C++ blender.exe!Task::operator()() Řádek 167 C++ blender.exe!tbb_task_pool_run(TaskPool * pool, Task && task) Řádek 217 C++ blender.exe!BLI_task_pool_push(TaskPool * pool, void(*)(TaskPool *, void *) run, void * taskdata, bool free_taskdata, void(*)(TaskPool *, void *) freedata) Řádek 458 C++ blender.exe!blender::deg::`anonymous-namespace'::deg_task_run_func::__l2::<lambda>(blender::deg::OperationNode * node) Řádek 124 C++ blender.exe!blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)>::callback_fn<`blender::deg::`anonymous namespace'::deg_task_run_func'::`2'::SnapCursorDataIntern <lambda>(void)>(__int64 callable, blender::deg::OperationNode * <params_0>) Řádek 97 C++ blender.exe!blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)>::operator()(blender::deg::OperationNode * <params_0>) Řádek 133 C++ blender.exe!blender::deg::`anonymous namespace'::schedule_node(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * node, bool dec_parents, const blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 285 C++ blender.exe!blender::deg::`anonymous namespace'::schedule_children(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * node, blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 307 C++ blender.exe!blender::deg::`anonymous namespace'::schedule_node(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * node, bool dec_parents, const blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 279 C++ blender.exe!blender::deg::`anonymous namespace'::schedule_children(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * node, blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 307 C++ blender.exe!blender::deg::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata) Řádek 125 C++ blender.exe!Task::operator()() Řádek 167 C++ blender.exe!tbb_task_pool_run(TaskPool * pool, Task && task) Řádek 217 C++ blender.exe!BLI_task_pool_push(TaskPool * pool, void(*)(TaskPool *, void *) run, void * taskdata, bool free_taskdata, void(*)(TaskPool *, void *) freedata) Řádek 458 C++ blender.exe!blender::deg::`anonymous-namespace'::evaluate_graph_threaded_stage::__l2::<lambda>(blender::deg::OperationNode * node) Řádek 323 C++ blender.exe!blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)>::callback_fn<`blender::deg::`anonymous namespace'::evaluate_graph_threaded_stage'::`2'::SnapCursorDataIntern <lambda>(void)>(__int64 callable, blender::deg::OperationNode * <params_0>) Řádek 97 C++ blender.exe!blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)>::operator()(blender::deg::OperationNode * <params_0>) Řádek 133 C++ blender.exe!blender::deg::`anonymous namespace'::schedule_node(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * node, bool dec_parents, const blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 285 C++ blender.exe!blender::deg::`anonymous namespace'::schedule_graph(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, const blender::FunctionRef<void __cdecl(blender::deg::OperationNode *)> schedule_fn) Řádek 292 C++ blender.exe!blender::deg::`anonymous namespace'::evaluate_graph_threaded_stage(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, TaskPool * task_pool, const blender::deg::`anonymous-namespace'::EvaluationStage stage) Řádek 324 C++ blender.exe!blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph * graph) Řádek 448 C++ blender.exe!deg_flush_updates_and_refresh(blender::deg::Depsgraph * deg_graph) Řádek 46 C++ blender.exe!DEG_evaluate_on_framechange(Depsgraph * graph, float frame) Řádek 81 C++ blender.exe!BKE_scene_graph_update_for_newframe_ex(Depsgraph * depsgraph, bool clear_recalc) Řádek 2821 C++ blender.exe!BKE_scene_graph_update_for_newframe(Depsgraph * depsgraph) Řádek 2869 C++ blender.exe!ED_update_for_newframe(Main * bmain, Depsgraph * depsgraph) Řádek 1830 C++ blender.exe!ED_scene_change_update(Main * bmain, Scene * scene, ViewLayer * layer) Řádek 171 C++ blender.exe!WM_window_set_active_scene(Main * bmain, bContext * C, wmWindow * win, Scene * scene) Řádek 2530 C++ blender.exe!rna_Window_scene_update(bContext * C, PointerRNA * ptr) Řádek 785 C++ blender.exe!rna_property_update(bContext * C, Main * bmain, Scene * scene, PointerRNA * ptr, PropertyRNA * prop) Řádek 2114 C++ blender.exe!RNA_property_update(bContext * C, PointerRNA * ptr, PropertyRNA * prop) Řádek 2187 C++ blender.exe!template_ID_set_property_exec_fn(bContext * C, void * arg_template, void * item) Řádek 357 C++ blender.exe!ui_apply_but_funcs_after(bContext * C) Řádek 1062 C++ blender.exe!ui_handler_region_menu(bContext * C, const wmEvent * event, void * __formal) Řádek 11561 C++ blender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, const bool always_pass) Řádek 818 C++ blender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Řádek 3319 C++ blender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Řádek 3436 C++ blender.exe!wm_event_do_handlers(bContext * C) Řádek 4063 C++ blender.exe!WM_main(bContext * C) Řádek 637 C++ blender.exe!main(int argc, const char * * __formal) Řádek 596 C++ ``` CC @mont29
Richard Antalik added
Module
Core
Status
Confirmed
and removed
Status
Needs Triage
labels 2023-08-16 07:49:51 +02:00
Richard Antalik changed title from Blender Crashes On Scene Switch to Regression: Blender Crashes On Scene Switch 2023-08-16 07:58:47 +02:00
Richard Antalik added
Priority
High
and removed
Priority
Normal
labels 2023-08-16 07:58:53 +02:00

Caused by 31b2b84b3c, CC @Sergey

Caused by 31b2b84b3c788bfae2ced046d05c39c56f8056f0, CC @Sergey
Blender Bot added
Status
Resolved
and removed
Status
Confirmed
labels 2023-08-16 12:23:05 +02:00

I've fixed the issue in the main branch which is aimed to be Blender 4.0.

If we want to fix the issue for Blender 3.6 LTS things are a bit more complicated. The fix for 4.0 relies on quite big change related on the way how scene/collection hierarchy is tracked. It is not something that is easy/safe to port to 3.6.

What we can do is to tag all scenes for update of the base flags. It is most likely safe, but there might be something that I am missing. Also, not sure how we'll be able to evaluate the fix before landing it.

@lichtwerk Do you have suggestions here?

I've fixed the issue in the main branch which is aimed to be Blender 4.0. If we want to fix the issue for Blender 3.6 LTS things are a bit more complicated. The fix for 4.0 relies on quite big change related on the way how scene/collection hierarchy is tracked. It is not something that is easy/safe to port to 3.6. What we can do is to tag all scenes for update of the base flags. It is most likely safe, but there might be something that I am missing. Also, not sure how we'll be able to evaluate the fix before landing it. @lichtwerk Do you have suggestions here?
Member

I've fixed the issue in the main branch which is aimed to be Blender 4.0.

If we want to fix the issue for Blender 3.6 LTS things are a bit more complicated. The fix for 4.0 relies on quite big change related on the way how scene/collection hierarchy is tracked. It is not something that is easy/safe to port to 3.6.

What we can do is to tag all scenes for update of the base flags. It is most likely safe, but there might be something that I am missing. Also, not sure how we'll be able to evaluate the fix before landing it.

@lichtwerk Do you have suggestions here?

If we are risking other bugs sneaking in, my vote is for not backporting anything (but the tradeoff of having this bug in 3.6LTS vs. potential other bugs is something you can probably judge better than me in this case).

Not sure what you mean by "evaluating the fix before landing it"? You could create a fix in the 3.6-release branch, test locally if it fixes this bug, create a PR targeting that 3.6-release branch, use the bot to very it builds and passes all tests? But that of course does not cover running into "something that you are missing", for that having more tests in that area would help? (like I said, not exactly sure if this your question, does it?)

> I've fixed the issue in the main branch which is aimed to be Blender 4.0. > > If we want to fix the issue for Blender 3.6 LTS things are a bit more complicated. The fix for 4.0 relies on quite big change related on the way how scene/collection hierarchy is tracked. It is not something that is easy/safe to port to 3.6. > > What we can do is to tag all scenes for update of the base flags. It is most likely safe, but there might be something that I am missing. Also, not sure how we'll be able to evaluate the fix before landing it. > > @lichtwerk Do you have suggestions here? If we are risking other bugs sneaking in, my vote is for not backporting anything (but the tradeoff of having **this** bug in 3.6LTS vs. potential other bugs is something you can probably judge better than me in this case). Not sure what you mean by "evaluating the fix before landing it"? You could create a fix in the 3.6-release branch, test locally if it fixes this bug, create a PR targeting that 3.6-release branch, use the bot to very it builds and passes all tests? But that of course does not cover running into "something that you are missing", for that having more tests in that area would help? (like I said, not exactly sure if this your question, does it?)

Not sure what you mean by "evaluating the fix before landing it"?

What I meant is: I can think of an alternative fix for the 3.6 branch which will be better isolated from other areas than to what any cherry-pick might bring up. If we decide lets implement this solution I'll surely test it locally, but testing by a single person always has a risk of missing some scenario where the new code introduces problem. For the regular releases this is why we have bcon3/bcon4, where we have enough community people to help us testing. I don't think anything like that exists for the LTS?

> Not sure what you mean by "evaluating the fix before landing it"? What I meant is: I can think of an alternative fix for the 3.6 branch which will be better isolated from other areas than to what any cherry-pick might bring up. If we decide lets implement this solution I'll surely test it locally, but testing by a single person always has a risk of missing some scenario where the new code introduces problem. For the regular releases this is why we have bcon3/bcon4, where we have enough community people to help us testing. I don't think anything like that exists for the LTS?
Member

Not sure what you mean by "evaluating the fix before landing it"?

What I meant is: I can think of an alternative fix for the 3.6 branch which will be better isolated from other areas than to what any cherry-pick might bring up. If we decide lets implement this solution I'll surely test it locally, but testing by a single person always has a risk of missing some scenario where the new code introduces problem. For the regular releases this is why we have bcon3/bcon4, where we have enough community people to help us testing. I don't think anything like that exists for the LTS?

I can only think of making a PR targeting that 3.6-release branch, let the bot do builds and poke as many people as possible to test?
Other than that, we could only bring it into 3.6.3 as early as possible and hope for the best that enough folks use/test the buildbot (candidate) builds and report back if something comes up

> > Not sure what you mean by "evaluating the fix before landing it"? > > What I meant is: I can think of an alternative fix for the 3.6 branch which will be better isolated from other areas than to what any cherry-pick might bring up. If we decide lets implement this solution I'll surely test it locally, but testing by a single person always has a risk of missing some scenario where the new code introduces problem. For the regular releases this is why we have bcon3/bcon4, where we have enough community people to help us testing. I don't think anything like that exists for the LTS? I can only think of making a PR targeting that 3.6-release branch, let the bot do builds and poke as many people as possible to test? Other than that, we could only bring it into 3.6.3 as early as possible and hope for the best that enough folks use/test the buildbot (candidate) builds and report back if something comes up

Ok, created PR #111190.

Ok, created PR #111190.
Member

OK, thx, if you've gotten enough satisfying feedback on #111190 you can add #111165 to #109399 (with the remark to use PR #111190)

OK, thx, if you've gotten enough satisfying feedback on #111190 you can add #111165 to #109399 (with the remark to use PR #111190)

@Omer-Almadani @iss Do you mind helping me verifying this bug is fixed in the build from https://builder.blender.org/download/patch/PR111190/ ? :)

@Omer-Almadani @iss Do you mind helping me verifying this bug is fixed in the build from https://builder.blender.org/download/patch/PR111190/ ? :)

Unfortunately it crahsed.
Stack trace seems to be same.

Unfortunately it crahsed. Stack trace seems to be same.

@iss How exactly do you link objects to scenes? Do you use drag-n-drop or something else?

@iss How exactly do you link objects to scenes? Do you use drag-n-drop or something else?

I use operator make_links_scene() as described in report either from menu it works or with F3.

I use operator `make_links_scene()` as described in report either from menu it works or with F3.

Ah, I've missed that bit of information from the log. Didn't know this operator existed, so was linking via drag-n-drop in the outliner.

I'll commit fixe to the main branch, and prepare a separate PR for the 3.6 branch. Likely, this should be much simpler and safer fix, so perhaps we will be able to ignore the more obscure #111190 for the backport.

Ah, I've missed that bit of information from the log. Didn't know this operator existed, so was linking via drag-n-drop in the outliner. I'll commit fixe to the main branch, and prepare a separate PR for the 3.6 branch. Likely, this should be much simpler and safer fix, so perhaps we will be able to ignore the more obscure #111190 for the backport.
Author

Yeah if you have a patch I can help test it no problem.

Yeah if you have a patch I can help test it no problem.

@Omer-Almadani I misunderstood the issue a bit, and fixed crash caused by manipulation via the outliner drag-n-drop. This is not something that is very safe to port to the LTS, but it is fixed in the main branch.

Then I've also fixed the "Link Objects to Scene" operator in the main branch, and a fix for it is scheduled for the next LTS update.

I think it is safer to not attempt to fix the crash via outliner manipulation: is higher risk, and usecase is unclear. If someone really stumbles into this and makes it a priority we have a patch for it.

And to be clear: in the main branch (planned for Blender 4.0) I've fixed both ways of crashing Blender.

So thanks for being available, but I don't really think extra testing of patches is needed. Just enjoy the latest builds from buildbot and the 3.6 LTS once that is updated next time! :)

@Omer-Almadani I misunderstood the issue a bit, and fixed crash caused by manipulation via the outliner drag-n-drop. This is not something that is very safe to port to the LTS, but it is fixed in the main branch. Then I've also fixed the "Link Objects to Scene" operator in the main branch, and a fix for it is scheduled for the next LTS update. I think it is safer to not attempt to fix the crash via outliner manipulation: is higher risk, and usecase is unclear. If someone really stumbles into this and makes it a priority we have a patch for it. And to be clear: in the main branch (planned for Blender 4.0) I've fixed both ways of crashing Blender. So thanks for being available, but I don't really think extra testing of patches is needed. Just enjoy the latest builds from buildbot and the 3.6 LTS once that is updated next time! :)
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Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
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Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
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Reference: blender/blender#111165
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