Fix undo overreach in various paint modes for #69760 and related. #117417

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Alexander Gavrilov wants to merge 1 commits from angavrilov/blender:pr-undo-fixes into main

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This tries to fix undo overreach on selection of vertex groups,
shape keys, uv maps, colors and attributes in various modes.

  • The Vertex Paint mode is now a subtype of Sculpt, so it should
    use a sculpt undo step on entering the mode, and property changes
    shouldn't write undo steps.
  • Sculpt undo modes were deliberately over-undoing color attribute
    selection changes for some reason.
  • The Texture Paint mode always writes texture steps, so saving
    steps for property changes is simply pointless.
  • The Weight Paint mode uses memfile, so it should save steps
    for property changes, except for those excluded from undo,
    e.g. by bc0a6b0400.
  • If a memfile undo step happens anyway for some reason in sculpt
    and vertex paint modes, immediately following property changes
    to object and mesh datablocks should also push to avoid over-undo
    if the immediately following scuplt step is reverted (unrelated
    ones like materials or scene seem safe).

This fix addresses these cases:

Prepare Change
(should push undo)
Change
(should not push undo)
Test
(should not undo the change)
Enter Weight Paint Mode Object viewport visibility,
Collection viewport visibility,
Active vertex group. [1]
Brush settings,
Tool settings (e.g. Auto-Normalize)
Paint single stroke, Undo.
Enter Sculpt Mode Active vertex group,
Active shape key,
Active vertex color,
Object viewport visibility,
Collection viewport visibility,
Brush/tool settings.
Sculpt single stroke, Undo.[3]
Enter Sculpt Mode,
Use a non-sculpt operator
(e.g. Mirror Shape Key)
Active vertex group,
Active shape key,
Active vertex color.[2]
Object viewport visibility,
Collection viewport visibility,
Brush/tool settings.
Sculpt single stroke, Undo.
Enter Vertex Paint Mode Active vertex color[4] Paint single stroke, Undo.[3]
Enter Vertex Paint Mode,
Use a non-sculpt operator
(e.g. Mirror Shape Key)
Active vertex color.[2] Paint single stroke, Undo.
  1. Weight paint cases are fixed by changes in ed_undo.cc
  2. Sculpt with operator cases are fixed by changes in interface_handler.cc
  3. Active vertex color in Sculpt and Vertex Paint is fixed by the removal in sculpt_undo.cc
  4. Without changes in paint_vertex.cc, the action of entering Vertex Paint Mode itself counts as a 'non-sculpt operator'.

Note: internally Sculpt and Vertex Paint are essentially the same and only differ in the shown set of tools.

This tries to fix undo overreach on selection of vertex groups, shape keys, uv maps, colors and attributes in various modes. - The Vertex Paint mode is now a subtype of Sculpt, so it should use a sculpt undo step on entering the mode, and property changes shouldn't write undo steps. - Sculpt undo modes were deliberately over-undoing color attribute selection changes for some reason. - The Texture Paint mode always writes texture steps, so saving steps for property changes is simply pointless. - The Weight Paint mode uses memfile, so it should save steps for property changes, except for those excluded from undo, e.g. by bc0a6b0400. - If a memfile undo step happens anyway for some reason in sculpt and vertex paint modes, immediately following property changes to object and mesh datablocks should also push to avoid over-undo if the immediately following scuplt step is reverted (unrelated ones like materials or scene seem safe). ------------------ This fix addresses these cases: | Prepare | Change<br>(should push undo) | Change<br>(should not push undo) | Test<br>(should not undo the change) | | :---: | :---: | :---: | :---: | | Enter Weight Paint Mode | _Object viewport visibility,<br>Collection viewport visibility,<br>Active vertex group. [1]_ | Brush settings,<br>Tool settings (e.g. Auto-Normalize) | Paint single stroke, Undo. | | Enter Sculpt Mode | | Active vertex group,<br>Active shape key,<br>Active vertex color,<br>Object viewport visibility,<br>Collection viewport visibility,<br>Brush/tool settings. | _Sculpt single stroke, Undo.[3]_ | | Enter Sculpt Mode,<br>Use a non-sculpt operator<br>(e.g. Mirror Shape Key) | _Active vertex group,<br>Active shape key,<br>Active vertex color.[2]_ | Object viewport visibility,<br>Collection viewport visibility,<br>Brush/tool settings. | Sculpt single stroke, Undo. | | Enter Vertex Paint Mode | | _Active vertex color[4]_ | _Paint single stroke, Undo.[3]_ | | Enter Vertex Paint Mode,<br>Use a non-sculpt operator<br>(e.g. Mirror Shape Key) | _Active vertex color.[2]_ | | Paint single stroke, Undo. | 1. Weight paint cases are fixed by changes in ed_undo.cc 2. Sculpt with operator cases are fixed by changes in interface_handler.cc 3. Active vertex color in Sculpt and Vertex Paint is fixed by the removal in sculpt_undo.cc 4. Without changes in paint_vertex.cc, the action of entering Vertex Paint Mode itself counts as a 'non-sculpt operator'. Note: internally Sculpt and Vertex Paint are essentially the same and only differ in the shown set of tools.
Alexander Gavrilov requested review from Sybren A. Stüvel 2024-01-22 18:08:30 +01:00
Alexander Gavrilov added the
Interest
Undo
label 2024-01-23 12:26:16 +01:00
Sybren A. Stüvel reviewed 2024-01-23 14:12:52 +01:00
Sybren A. Stüvel left a comment
Member

I haven't been able to do a functional code review, or try out the changes for myself. As for the code changes, there's a few trivial inline notes.

I haven't been able to do a functional code review, or try out the changes for myself. As for the code changes, there's a few trivial inline notes.
@ -837,2 +837,4 @@
ED_object_vpaintmode_enter_ex(bmain, depsgraph, scene, ob);
BKE_paint_toolslots_brush_validate(bmain, &ts->vpaint->paint);
if (ob->mode & mode_flag) {

This comparison is already stored in is_mode_set. The else clause that contains this code is only run when !is_mode_set, so things get confusing. Add a comment that states that vpaintmode was just entered, and thus the object flags have to be checked again.


(here are just some ponderings that I wanted to share; the actual feedback on this change is above this line)

I actually think that this doubly checking and deeper nesting of the code makes things too complex. For this PR I understand you want to make a minimal change, but the resulting code IMO stretches things a bit too far. BUT, looking at the current code outside of the part that this PR touched, it was IMO already too complex, so let's not bother this PR with that.

Off-topic, this is what I'd do:

  • Move the call to mesh = BKE_mesh_from_object() down to where the mesh is actually used.
  • Replace the use of (Mesh *)ob->data with mesh so that there is one consistent way to refer to the mesh.
  • Merge the if (!is_mode_set) and if (is_mode_set) conditionals, so that there is just one "enter" and one "exit" code path.
This comparison is already stored in `is_mode_set`. The `else` clause that contains this code is only run when `!is_mode_set`, so things get confusing. Add a comment that states that vpaintmode was just entered, and thus the object flags have to be checked again. ----------- (here are just some ponderings that I wanted to share; the actual feedback on this change is above this line) I actually think that this doubly checking and deeper nesting of the code makes things too complex. For this PR I understand you want to make a minimal change, but the resulting code IMO stretches things a bit too far. BUT, looking at the current code outside of the part that this PR touched, it was IMO already too complex, so let's not bother this PR with that. Off-topic, this is what I'd do: - Move the call to `mesh = BKE_mesh_from_object()` down to where the mesh is actually used. - Replace the use of `(Mesh *)ob->data` with `mesh` so that there is one consistent way to refer to the mesh. - Merge the `if (!is_mode_set)` and `if (is_mode_set)` conditionals, so that there is just one "enter" and one "exit" code path.
@ -839,0 +839,4 @@
if (ob->mode & mode_flag) {
/* Without this the memfile undo step is used,
* while it works it causes lag when undoing the first undo step, see T71564. */

This mentions an issue in the old Phabricator notation, so better to change that to #71564. This seems to have been copied from source/blender/editors/sculpt_paint/sculpt_ops.cc, which was already changed to this notation.

This mentions an issue in the old Phabricator notation, so better to change that to `#71564`. This seems to have been copied from `source/blender/editors/sculpt_paint/sculpt_ops.cc`, which was already changed to this notation.
@ -462,0 +483,4 @@
*
* Most other property change undo pushes will be also suppressed
* by another check later unless preceeded by a memfile push;
* however these properties should always be blocked. */

👍 thanks for leaving this as a comment, it helps so much to understand this interdependency with other behaviours.

I wouldn't mind having a mention of the location in the code where this other check can be found. The downside would be that it's a non-code reference to code that could get out of date at some point, so use your own instinct to decide whether to add this or not.

:+1: thanks for leaving this as a comment, it helps so much to understand this interdependency with other behaviours. I wouldn't mind having a mention of the location in the code where this other check can be found. The downside would be that it's a non-code reference to code that could get out of date at some point, so use your own instinct to decide whether to add this or not.

PS: I think it would be good to have someone from the Sculpt/Paint/Texture module as a reviewer as well.

PS: I think it would be good to have someone from the Sculpt/Paint/Texture module as a reviewer as well.
Alexander Gavrilov requested review from Philipp Oeser 2024-01-24 16:53:52 +01:00
Member

Thx for this.

Will honestly take me a bit of time to get up to speed again with the different UndoType, but seeing a refinement on 4a08b974f4 is certainly nice. Again, please allow a bit of time (at least for me) to dig a little deeper (for example, I am now wondering why bc0a6b0400 was even necessary after 4a08b974f4), but I am interested for sure.

So I might not be the ideal candidate to review this, maybe @ideasman42 is?

Thx for this. Will honestly take me a bit of time to get up to speed again with the different `UndoType`, but seeing a refinement on 4a08b974f44e is certainly nice. Again, please allow a bit of time (at least for me) to dig a little deeper (for example, I am now wondering why bc0a6b0400 was even necessary after 4a08b974f44e), but I am interested for sure. So I might not be the ideal candidate to review this, maybe @ideasman42 is?
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Reference: blender/blender#117417
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