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Crash undoing object rename in edit mode
Closed, ResolvedPublic


System Information
Operating system: Win10
Graphics card: GeforceGTX950

Blender Version
2.80, dc3b5024be1a4, 2019-01-23, win64

Blender sometimes crashs by pressing Ctrl+Z directly after a mesh renamed (in my case Cube.001)


Event Timeline

Brecht Van Lommel (brecht) lowered the priority of this task from Needs Triage by Developer to Confirmed, Medium.


Enter edit mode on default cube, rename cube object, then press Ctrl+Z.

Brecht Van Lommel (brecht) renamed this task from Blender sometimes crashs by pressing Ctrl+Z directly after renaming a mesh to Crash undoing object rename in edit mode.Jan 24 2019, 7:32 AM

This fixes the problem. But I'm not sure whether meshedit_undo should be handling this in the first place.

diff --git a/source/blender/blenkernel/intern/undo_system.c b/source/blender/blenkernel/intern/undo_system.c
index 12cd8fc43e9..c2a814128af 100644
--- a/source/blender/blenkernel/intern/undo_system.c
+++ b/source/blender/blenkernel/intern/undo_system.c
@@ -126,8 +126,6 @@ static void undosys_id_ref_store(void *UNUSED(user_data), UndoRefID *id_ref)
 	BLI_assert(id_ref->name[0] == '\0');
 	if (id_ref->ptr) {
 		BLI_strncpy(id_ref->name, id_ref->ptr->name, sizeof(id_ref->name));
-		/* Not needed, just prevents stale data access. */
-		id_ref->ptr = NULL;

@matc (matc), this only works in the simple case, it wont work if a memfile undo step as been loaded.

On Friday I looked into possible fixes for this:

Some options are:

  • Add memfile undo pushes when renaming.
  • Use something besides the name (eg, a UUID) for each ID instead of it's name.
  • Use memfile undo for all modes and optimize it to remove the need for different undo systems (see: T56163).

I'll try some solutions this week in a branch and post any updates here.