Crash: Multi-object edit containing a (multiuser) mesh that is also used by an object in a hidden collection destroys CustomData layer #69834
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Reference: blender/blender#69834
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System Information
Operating system: Windows 10
Graphics card: Intel® HD Graphics 620 (Kaby Lake GT2)
Processor: Intel® Core™ i3-7020U CPU @ 2.30GHz × 4 (64-bit)
Memory: 8 GB
Blender Version
v 2.80 (Current Stable)
v 2.81 (
8f55794c0e
)Short description of error
Every single time I try to triangulate the faces of all my meshes at once, returning to object mode crashes Blender if it's in "Material Preview" or "Rendered" Eevee shading. I can also do this in "Solid" shading and it won't crash after returning, but as soon as I switch shading to "Material Preview" shading, it crashes. I've reproduced this several times in the stable 2.80 so I tried my build of 2.81 from four days ago. Still crashes without failure to reproduce.
Exact steps for others to reproduce the error
Undead Fields Remaster (BUG report for Blender Developers).blend
A
key and switch to edit mode.A
in edit mode to select all the geometry.Ctrl
+T
to triangulate all the faces.If you did steps 1-6 in "Solid" shading first and it didn't crash, try repeating it all while in "Rendered" or "Material Preview" shading beforehand.
Note
If I can/cannot reproduce it in the build from today (13th as of writing) I'll edit this post with my findings. I'm fairly certain that this is just a bug that is so specific that it has not been found/reported yet.
EDIT:
Digging further this can be fixed by:
minimal repro file based on the report file:
repro.blend
Analysing this it boils down to:
most minimal file I could come up with:
minimal.blend
Added subscriber: @CadenMitchell-3
#72979 was marked as duplicate of this issue
Added subscribers: @fclem, @mont29, @lichtwerk
Can confirm.
This also happens for at least
tris to quads
so it is not bound totriangulate
op alone...CustomDataLayer severely screwed up in this case
Digging further this can be fixed by:
tree oak joined
,tree pine joined
,tree small joined
from this collectiontree oak joined
,tree pine joined
,tree small joined
so that they have single user meshes...minimal repro file based on the report file:
repro.blend
Analysing this it boils down to:
most minimal file I could come up with:
minimal.blend
CC @fclem
CC @mont29
Note crash will also happen if you do all this in solid mode and go to lookdev/rendered afterwards...
Multi-object edit triangulation of multiple meshes crashes Blenderto Multi-object edit containing a (multiuser) mesh that is also used by an object in a hidden collection destroyes CustomData layerMulti-object edit containing a (multiuser) mesh that is also used by an object in a hidden collection destroyes CustomData layerto Multi-object edit containing a (multiuser) mesh that is also used by an object in a hidden collection destroys CustomData layerAdded subscriber: @VermossomreV
In #72979 (Crash after going out of multi object edit mode) turns out you dont even have to do any modeling operation in editmode, just objectmode > editmode > objectmode is enough here...
Multi-object edit containing a (multiuser) mesh that is also used by an object in a hidden collection destroys CustomData layerto Crash: Multi-object edit containing a (multiuser) mesh that is also used by an object in a hidden collection destroys CustomData layerAdded subscriber: @Sergey
I'm pretty sure this is a depsgraph issue:
Tagging is missing when you leave edit mode under the circumstances outlined in the report.
As you can see only the Ico sphere mesh datablock gets tagged. This is not the case if you only select the cube.
@Sergey any idea where I should look?
This issue was referenced by
0a95a0852e
Changed status from 'Confirmed' to: 'Resolved'