Renaming of Vertex Groups not possible in complex projects #63650

Closed
opened 2019-04-16 09:42:56 +02:00 by Thomas Huk · 19 comments

Blender Version
Broken: blender 2.80rc1
Worked: 2.79b

Short description of error
Renaming of Vertex Groups not possible in complex projects

Exact steps for others to reproduce the error

  • Open Bug_vertexGroupsRenaming.blend
  • Double click to try to rename the Vertex Group
    or
  • Start New File
  • add a vertex group (renaming is still possible)
  • add an emitter (in this case: hair)
  • increase the number: If the number is set to 100000
  • renaming of the vertex group is not possible
**Blender Version** Broken: blender 2.80rc1 Worked: 2.79b **Short description of error** Renaming of Vertex Groups not possible in complex projects **Exact steps for others to reproduce the error** - Open [Bug_vertexGroupsRenaming.blend](https://archive.blender.org/developer/F6950743/Bug_vertexGroupsRenaming.blend) - Double click to try to rename the Vertex Group or - Start New File - add a vertex group (renaming is still possible) - add an emitter (in this case: hair) - increase the number: If the number is set to 100000 - renaming of the vertex group is not possible
Author

Added subscriber: @Hucky

Added subscriber: @Hucky

#64824 was marked as duplicate of this issue

#64824 was marked as duplicate of this issue

Added subscriber: @Dspazio

Added subscriber: @Dspazio

Can confirm on latest build. On lessen performant machines are specially remarkable (tested on centrino, 4gb RAM, intel iGPU). I tried "triple click" :D and it worked!. Seems related to some sort of buffer issue when blender is busy (this is purely speculative and can be erroneous). Thanks!

Can confirm on latest build. On lessen performant machines are specially remarkable (tested on centrino, 4gb RAM, intel iGPU). I tried "triple click" :D and it worked!. Seems related to some sort of buffer issue when blender is busy (this is purely speculative and can be erroneous). Thanks!

Added subscribers: @WilliamReynish, @ZedDB

Added subscribers: @WilliamReynish, @ZedDB
William Reynish was assigned by Sebastian Parborg 2019-04-16 13:45:09 +02:00

I can confirm that I have to spam click to get it to rename. Without the heavy hair system, as simple double click will do.

@WilliamReynish feel free to reassign if this doesn't fall into the UI category.

I can confirm that I have to spam click to get it to rename. Without the heavy hair system, as simple double click will do. @WilliamReynish feel free to reassign if this doesn't fall into the `UI` category.
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

The problem is that there is some depsgraph update here. That evaluates the modifiers and therefore the hair as well.
It loops over all particles.

Feels like the issue is that the depsgraph is evaluated when one starts editing the name of the vertex group.

The problem is that there is some depsgraph update here. That evaluates the modifiers and therefore the hair as well. It loops over all particles. Feels like the issue is that the depsgraph is evaluated when one starts editing the name of the vertex group.
William Reynish was unassigned by Brecht Van Lommel 2019-04-16 14:49:53 +02:00

Added subscriber: @brecht

Added subscriber: @brecht

This is a task for a developer to fix, not a UI design issue I think.

Changing the vertex group name should update the dependency graph, because bones and vertex groups are linked by name. I think the problem is that the first click is for changing the active vertex group, which can affect the viewport in weight paint mode for example.

There are a few things that could be improved here:

  1. If a vertex group is already active, then clicking it again should not cause any depsgraph update. (probably simple)
  2. Ideally changing the active vertex group would have more fine-grained tagging so it doesn't affect anything when it doesn't affect any viewport. (may be simple if it's a matter of checking if the object is in weight paint mode in the RNA update function, would need to be checked)
  3. Events coming from GHOST should ideally have a timestamp, and that timestamp should be used to determine the double clicking time. (too much work to handle as a bug report)
This is a task for a developer to fix, not a UI design issue I think. Changing the vertex group name should update the dependency graph, because bones and vertex groups are linked by name. I think the problem is that the first click is for changing the active vertex group, which can affect the viewport in weight paint mode for example. There are a few things that could be improved here: 1) If a vertex group is already active, then clicking it again should not cause any depsgraph update. (probably simple) 2) Ideally changing the active vertex group would have more fine-grained tagging so it doesn't affect anything when it doesn't affect any viewport. (may be simple if it's a matter of checking if the object is in weight paint mode in the RNA update function, would need to be checked) 3) Events coming from GHOST should ideally have a timestamp, and that timestamp should be used to determine the double clicking time. (too much work to handle as a bug report)
Member

This is probably related: #63537

This is probably related: #63537

Added subscriber: @finnb

Added subscriber: @finnb

In #63650#661780, @brecht wrote:
Changing the vertex group name should update the dependency graph, because bones and vertex groups are linked by name.

Am I correct that that the operation of renaming has two parts:

  1. Getting the cursor with a double click
  2. Actually changing the name after ENTER or something is pressed

If I understand correctly, (2) is the only thing that needs a non-UI update.

> In #63650#661780, @brecht wrote: > Changing the vertex group name should update the dependency graph, because bones and vertex groups are linked by name. Am I correct that that the operation of renaming has two parts: 1) Getting the cursor with a double click 2) Actually changing the name after ENTER or something is pressed If I understand correctly, (2) is the only thing that needs a non-UI update.

The issue is that on double click two different things are done:

  • On the first click, it makes the item active which require a dependency graph update.
  • On the second click, it starts renaming.

It's not the renaming that's the problem, but the making active that happens right before that.

The issue is that on double click two different things are done: * On the first click, it makes the item active which require a dependency graph update. * On the second click, it starts renaming. It's not the renaming that's the problem, but the making active that happens right before that.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

I can confirm in blender 2.83
In the attached file, if you add a second vertex group and try to switch the selection, you may notice a delay that may be related.

I can confirm in blender 2.83 In the attached file, if you add a second vertex group and try to switch the selection, you may notice a delay that may be related.
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

I have updated #40009 (Double click list renaming not working on heavy scenes) with the relevant comment from this report, but this one is really a duplicate, will merge.

I have updated #40009 (Double click list renaming not working on heavy scenes) with the relevant comment from this report, but this one is really a duplicate, will merge.
Member

Closed as duplicate of #40009

Closed as duplicate of #40009
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Reference: blender/blender#63650
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