Autosave ignores multires sculpting (patch attached) #32209
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Reference: blender/blender#32209
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%%%Steps to reproduce from the default cube:
Result: the autosaved file will show an unmodified mesh (missing the brush stroke.)
Regular file save calls ED_sculpt_force_update() to correct this, but autosave doesn't seem to have the right context. I've attached a patch that seems to work, looping over all meshes via G.main, but as I'm not familiar with this part of the code I'd like confirmation this is OK.%%%
Changed status to: 'Open'
%%%Nick, would check your patch.%%%
%%%Fixed in svn rev49438. Thanks for the report and patch, closing now.%%%
Changed status from 'Open' to: 'Resolved'
Changed status from 'Resolved' to: 'Open'
Added subscriber: @Amadiro
This seems to be an issue again with 2.71 (
772af36
).To reproduce:
When recovering the autosave afterwards, the sculpted changes are not there. Just lost about an hour of sculpting work that way.
Confirmed with a freshly built blender (
ee8dafe
). Upping priority to "high", which seems appropriate, since this can cause total loss of the users work.Added subscriber: @Psy-Fi
Please don't triage priority by self. For every reporter his own report is top-prio, no doubts. But this confuses our bug smashing process.
Me or @Psy-Fi will have a look asap.
Added subscriber: @ideasman42
OK, this is undo related. The issue is that we write the undo stack in the file which pretty much ignores the edit stacks completely (same would happen in edit mode). Issue also exists with quit.blend.
@ideasman42 can you take a look at the attached patch?
This issue was referenced by
585d2f31a9
Changed status from 'Open' to: 'Resolved'
Closed by commit
585d2f31a9
.After discussion we agreed that we wouldn't want to slow down autosave - remember it gets called even during rendering, it should really be as fast as possible.
Anyway, I think solution here is to warn explicitly that edit mode and sculpt mode are not supported here.