Cache line in timeline is not updated when changing active object #57929
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Reference: blender/blender#57929
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System Information
Debian Buster 64bit, GTX1080 390.87
Blender Version
Broken:
b0c463a274
Worked: don't know
Short description of error
Changing active object by clicking on object in viewport does not update cache line in timeline.
Exact steps for others to reproduce the error
Open attached file, play animation for some time (to make cache line obvious). Change active object to plane by clicking with selection mouse button on the plane in viewport. The timeline is not refreshed for until you zoom or pan in it.
timeline_cache.blend
Added subscriber: @Sergey
Added subscriber: @lichtwerk
Confirmed, checking...
Added subscribers: @dfelinto, @brecht
It is not only the cache lines, this is also true for keyframes etc.
Checked notifiers and found:
ed_object_select_pick() does
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene)
(ND_OB_SELECT is not listened to by
action_listener()
-- makes sense, we want update only on change of active object)ED_object_base_activate() does
WM_event_add_notifier(C, NC_SCENE | ND_OB_ACTIVE, view_layer)
(ND_OB_ACTIVE is listened to by action_listener() ), BUT:
if
WM_event_add_notifier
is called with NC_SCENE and a viewlayer (instead of a scene), then it passes (does nothing) in wm_event_do_notifiers() here .This may all be done on purpose (code was similar when there were still scenelayers), but I wouldnt know why?
Note: if I just pass in the current scene it seems to survive (and then updates properly), see P836
(but like I said above: not sure if wmNotifier->reference needs to be the viewlayer / if this was done on purpose)
Also not sure if this is supposed to be handled by notifiers alone? (who else could be responsible for updates? DEG is not for UI, right? messagebus?)
@dfelinto : assigning to you, but maybe @brecht would also know?
Added subscriber: @ideasman42
@lichtwerk actually if the issue is probably either the message system (@ideasman42) or depsgraph (@Sergey).
@dfelinto, duuuuuuude, not the whole universe is covered by the dependency graph. If that was a dependency graph problem, why would i make a report then? ;) This is a notifier system (not even a message bus, which has no message which means "active object has changed").
One thing which very confusing here is
view_layer
used as a reference (i think that's the term in Blender's notifier system) forNC_SCENE
. To me this looks wrong at a lest. We should stick to a single reference type passed to a specific notifier. If we need to inform something aboutview_layer
we should introduceNC_VIEW_LAYER
.OK, checked a little more:
aeb8e81f27
ED_object_base_activate()
was introducedED_base_object_activate()
were changed to go toED_object_base_activate()
sooo, this is
ED_base_object_activate()
[used beforeaeb8e81f27
]this is
ED_object_base_activate()
[as introduced inaeb8e81f27
]this is
ED_object_base_activate()
today [after viewlayer changes etc]So original state was passing a scene, I dont see a particular reason why this was changed?
If noone remembers, this might just be a mistake (I havent checked into render-layers branch for a particular commit)?
I assume it should be fine then to just pass a scene again like done in P836?
This issue was referenced by
00d438639d
Changed status from 'Open' to: 'Resolved'
Geez you are right, no idea why I passed something that was not a scene to the notifier. @lichtwerk your patch seems fine thanks for the fix. @Sergey only today I noticed you were the reporter ;)