diff options
author | Philipp Oeser <info@graphics-engineer.com> | 2019-09-27 15:48:35 +0300 |
---|---|---|
committer | Philipp Oeser <info@graphics-engineer.com> | 2019-12-19 22:58:22 +0300 |
commit | 0647232ac545a7c56f6d5abd7700143fc4455024 (patch) | |
tree | 6e471f5c38415d2a04d3ce569f521fbd3a5a2511 /source/blender/editors/physics/particle_edit_undo.c | |
parent | 66d773c2e7c595a65454ce1f0ca8f131a03125ed (diff) |
Fix particle editmode undo not doing proper updates when child particles
are visible
Not freeing PTCacheEdit and tagging batch cache dirty on undo will have
a couple of consequences. This patch fixes:
- crash deleting a particle, then undo
- basically any edit (combing, ...), then undo will leave child hairs
untouched
- adding hairs (through mirror, add tool, ...), then undo will leave
'orphaned' child hairs
See also D5755 for a related discussion
Fixes the crasher mentioned in T69000
Might move this to a utility function later [since it is used in more
places], but that is for after going over some more reports...
Reviewers: sergey
Differential Revision: https://developer.blender.org/D5912
Diffstat (limited to 'source/blender/editors/physics/particle_edit_undo.c')
-rw-r--r-- | source/blender/editors/physics/particle_edit_undo.c | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/editors/physics/particle_edit_undo.c b/source/blender/editors/physics/particle_edit_undo.c index aee79523c87..e85b025e28e 100644 --- a/source/blender/editors/physics/particle_edit_undo.c +++ b/source/blender/editors/physics/particle_edit_undo.c @@ -262,6 +262,11 @@ static void particle_undosys_step_decode(struct bContext *C, PTCacheEdit *edit = PE_get_current(depsgraph, scene, ob); if (edit) { undoptcache_to_editcache(&us->data, edit); + ParticleEditSettings *pset = &scene->toolsettings->particle; + if ((pset->flag & PE_DRAW_PART) != 0) { + psys_free_path_cache(NULL, edit); + BKE_particle_batch_cache_dirty_tag(edit->psys, BKE_PARTICLE_BATCH_DIRTY_ALL); + } DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY); } else { |