Linked meshes: Unselected UVs stay orange instead of gray, cannot deselect all UVs #83187
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Reference: blender/blender#83187
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Quadro P2000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48
Blender Version
Broken: version: 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash:
0f45cab862
Worked: version 2.90
Caused by
4212b6528a
Short description of error
Unselected vertices stay orange instead of gray.
Exact steps for others to reproduce the error
open Blender in Default setting
duplicate the default cube with Alt+D and move the new cube a little
go to UV Editing tab
enter to edit mode in the 3D View window
select all, now in the UV window you can see that every thing is selected.
try to unselect all in the UV window, it will be orange but darker a little instead of gray.
now, that the UV is unselected (but still in orange) unselect and select all vertex in the 3D View window, now it will show in the UV window in gray as should be.
it only occur when something is already selected in the UV and you select something (or All) in the 3D View and try to unselect in the UV window.
#83187.blend
Added subscriber: @YanivGershoni
#84567 was marked as duplicate of this issue
#83180 was marked as duplicate of this issue
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @Jeroen-Bakker
Unselected vertices stay orange instead of gray.to Unselected UVs stay orange instead of gray.Added subscribers: @oren, @lichtwerk
Unselected UVs stay orange instead of gray.to Linked meshes: Unselected UVs stay orange instead of gray, cannot deselect all UVsAdded subscriber: @rlneumiller
Reproduces in 2.91.0 from https://download.blender.org/release/Blender2.91/blender-2.91.0-windows64.zip
[edit - fixed video link]
Recorded a short video of the repro here: https://drive.google.com/file/d/1MM-stpQXH52rYM2cTljwsGD-OaNrqy5b/view?usp=sharing
Issue appears in commit
4212b6528a
For linked meshes, UV batches are drawn multiple times (they are owned by the object, not the mesh it seems).
This wasnt the case prior to
d6525e8d13
,ED_uvedit_draw_main
would at that time only draw once for unique data seeBKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs
Now in contrast selecting (amongst other UV operations) is done only once (see
BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs
again), resulting in taggingBKE_MESH_BATCH_DIRTY_UVEDIT_SELECT
only for one of the participating objects batches.Now trying my guesswork on how this could be solved:
One thing would be to do the roundtrip through mesh flags [we'd be after
MLOOPUV_VERTSEL
] by taggingID_RECALC_SELECT
.(In a way you can see this works by using operators that actually do this under the hood: transforming UVs will properly refresh, snapping also does this, select more/less would also do this)
Not sure though if this is desired, this is a bit like having
Sync Selection
enabled (and would probably make the wholeBKE_MESH_BATCH_DIRTY_UVEDIT_SELECT
obsolete)P1837: #83187 snippet ID_RECALC_SELECT
Or, we could try to not include linked meshes here in the first place?
This way we would not draw batches which are not up-to-date, we'd only draw the ones that would have been properly invalidated through BKE_MESH_BATCH_DIRTY_UVEDIT_SELECT.
P1838: #83187 snippet unique data
@Jeroen-Bakker: what do you think?
I need to look into this. But -1 for the second solution as it doesn't use the render depsgraph.
Thx having a look. Would strictly sticking to the render depsgraph mean there is no way to exclude duplis/linked meshes? (this sounds like waste -- drawing potentionally very often without real benefit?)
Added subscriber: @Stan_Pancakes
This issue was referenced by
f83aa830cd
Changed status from 'Confirmed' to: 'Resolved'