Fix #106247: Remove incorrect selection check when in multi-mesh #106350
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Reference: blender/blender#106350
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object_get_datamask
checks if the supplied object is the active object, causing the datamask to not update for non-active selected objects when entering multi-mesh editing. This causes the mesh data to be rebuilt unexpectedly, causing the assert fail.The check doesn't seem to have any effect for single-mesh selections, as an object having a mode flag set seems to imply it is selected, so the only effect of the check is to cause incorrect behavior on multi-mesh selections.
I have no jurisdiction to review but as the guy who opened the issue I want to say: this looks good to me 👍
The time complexity of this solution looks concerning. I see "for every object evaluation, loop over the original objects". We shouldn't be introducing quadratic time complexity here. Maybe I'm missing something though.
I think I need a bit more information here. What is wrong about how the mesh was built? Why does the missing selection check cause there to be no evaluated data?
I don't think it's necessary to iterate over bases, so let's get rid of this:
And instead do this:
I believe Object->base_flag is a copy of Base->flag, and I've seen it used in similar fasion elsewhere.
Object->flag appears to be the same thing, so you could also use something like this:
I'm not sure what the difference is.
These both seem to work fine, at least in my simple testing.
We'll need to hear from @HooglyBoogly what he thinks.
I'm pretty sure I made a wrong assumption somewhere, because after looking at it some more I'm not really sure what the check is for. Outside of the scenario of multiple objects selected at once in a view layer, I've yet to see any case where the presence of the (current) check actually changes the returned data mask.
For the last used data mask on the active mesh, on entering edit mode the
CD_MASK_MVERT_SKIN
flag is set while for any other selected mesh it isn't. In the original issue, selecting a vert on the non-active object makes it active, which causes the returned data mask to be different next time it's checked, since it now passes the check. This leads toBKE_object_eval_assign_data
to be called viaeditbmesh_get_eval_cage
whileruntime.eval_data
is still set, failing the assert. I assumed that it's correct for both objects to be flagged when entering edit mode, since it looked like the selection check hadn't been changed since before multi-mesh editing was introduced.Fix #106247 - Fix incorrect selection check when in multi-meshto Fix #106247: Fix incorrect selection check when in multi-mesh581a3111a8
toe8a706cc26
Fix #106247: Fix incorrect selection check when in multi-meshto Fix #106247: Remove incorrect selection check when in multi-meshCheckout
From your project repository, check out a new branch and test the changes.