Creating Lattice object with script with {"REGISTER", "UNDO"} if parameters was changed in Undo window and mesh was in Edit mode - undo last changes to the mesh or last action #90252

Open
opened 2021-07-28 08:31:07 +02:00 by Eugene Du · 10 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51

Blender Version
Broken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c
Worked: (newest version of Blender that worked as expected)

Short description of error
{"REGISTER", "UNDO"} also undo last action if parameters was changed in "Adjust last action" pannel and mesh was in Edit mode.

Exact steps for others to reproduce the error
Register_Undo_Issue.mp4

REGISTER_UNDO_in_EDIT_Mode.blend

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51 **Blender Version** Broken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: `1b8d33b18c` Worked: (newest version of Blender that worked as expected) **Short description of error** {"REGISTER", "UNDO"} also undo last action if parameters was changed in "Adjust last action" pannel and mesh was in Edit mode. **Exact steps for others to reproduce the error** [Register_Undo_Issue.mp4](https://archive.blender.org/developer/F10242456/Register_Undo_Issue.mp4) [REGISTER_UNDO_in_EDIT_Mode.blend](https://archive.blender.org/developer/F10242453/REGISTER_UNDO_in_EDIT_Mode.blend)
Author

Added subscriber: @APEC

Added subscriber: @APEC
Author

code as simple as possible

import bpy


class TEST_OT_register_undo(bpy.types.Operator):
    bl_idname = "test.register_undo"
    bl_label = "Register Undo"
    bl_description = "Some description."
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_options = {"REGISTER", "UNDO"}


    orientation_types = (('GLOBAL', 'Global', ''),
                         ('LOCAL', 'Local', ''),
                         ('CURSOR', 'Cursor', ''))
                         
    orientation: bpy.props.EnumProperty(
        name="Orientation", items=orientation_types, default='LOCAL')


    def draw(self, context):
        layout = self.layout

        row = layout.row()
        row.prop(self, "orientation", text="Orientation", expand=True)

    @classmethod
    def poll(self, context):
        # Checks for mesh in edit mode
        active_object = context.active_object
        return active_object is not None and active_object.type == 'MESH' and active_object.mode == "EDIT"

    def execute(self, context): 
        self.createLattice(context)
        if self.orientation == 'GLOBAL':            
            bpy.context.scene.transform_orientation_slots[0].type = 'GLOBAL'

        elif self.orientation == 'LOCAL':
            bpy.context.scene.transform_orientation_slots[0].type = 'LOCAL'

        elif self.orientation == 'CURSOR':
            bpy.context.scene.transform_orientation_slots[0].type = 'CURSOR'
        
        return {'FINISHED'}
    
    def createLattice(self, context):
        object_active = bpy.context.view_layer.objects.active
        lattice_data = bpy.data.lattices.new('SimpleLattice')
        lattice_obj = bpy.data.objects.new(object_active.name + '_SimpleLattice', lattice_data)

        context.scene.collection.objects.link(lattice_obj)

        return lattice_obj
    

classes = (
            TEST_OT_register_undo,
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
        
def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
        
if __name__ == "__main__":
    register()
code as simple as possible ``` import bpy class TEST_OT_register_undo(bpy.types.Operator): bl_idname = "test.register_undo" bl_label = "Register Undo" bl_description = "Some description." bl_space_type = "VIEW_3D" bl_region_type = "TOOLS" bl_options = {"REGISTER", "UNDO"} orientation_types = (('GLOBAL', 'Global', ''), ('LOCAL', 'Local', ''), ('CURSOR', 'Cursor', '')) orientation: bpy.props.EnumProperty( name="Orientation", items=orientation_types, default='LOCAL') def draw(self, context): layout = self.layout row = layout.row() row.prop(self, "orientation", text="Orientation", expand=True) @classmethod def poll(self, context): # Checks for mesh in edit mode active_object = context.active_object return active_object is not None and active_object.type == 'MESH' and active_object.mode == "EDIT" def execute(self, context): self.createLattice(context) if self.orientation == 'GLOBAL': bpy.context.scene.transform_orientation_slots[0].type = 'GLOBAL' elif self.orientation == 'LOCAL': bpy.context.scene.transform_orientation_slots[0].type = 'LOCAL' elif self.orientation == 'CURSOR': bpy.context.scene.transform_orientation_slots[0].type = 'CURSOR' return {'FINISHED'} def createLattice(self, context): object_active = bpy.context.view_layer.objects.active lattice_data = bpy.data.lattices.new('SimpleLattice') lattice_obj = bpy.data.objects.new(object_active.name + '_SimpleLattice', lattice_data) context.scene.collection.objects.link(lattice_obj) return lattice_obj classes = ( TEST_OT_register_undo, ) def register(): from bpy.utils import register_class for cls in classes: register_class(cls) def unregister(): from bpy.utils import unregister_class for cls in reversed(classes): unregister_class(cls) if __name__ == "__main__": register() ```

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

I'm not sure what's going on.
It's like the modifiers from the last time you were in object mode that are saved in the undo step created for the operator.
It must be related to the fact that the undo context is different in object mode and edit mode.
It could be another side effect of one of several undo problems (maybe #75013 ?).

I'm not sure what's going on. It's like the modifiers from the last time you were in object mode that are saved in the undo step created for the operator. It must be related to the fact that the undo context is different in object mode and edit mode. It could be another side effect of one of several undo problems (maybe #75013 ?).
Author

Interesting facts:

  1. If I add modifiers in Edit mode, then switch Object-Edit mode manually by blender default tab-tab and then use script - modifiers will not undo after changing parameters in "Adjust last action" panel.
  2. But if I add toggling to the code at the very beginning of the
def execute(self, context): 
   bpy.ops.object.editmode_toggle()
   bpy.ops.object.editmode_toggle()
...

nothing will change, modifiers still disappear.

Interesting facts: 1. If I add modifiers in Edit mode, then switch Object-Edit mode manually by blender default tab-tab and then use script - modifiers will not undo after changing parameters in "Adjust last action" panel. 2. But if I add toggling to the code at the very beginning of the ``` def execute(self, context): bpy.ops.object.editmode_toggle() bpy.ops.object.editmode_toggle() ... ``` nothing will change, modifiers still disappear.
Author

I assume it's would be a known issue.
If so, can you help me with workaround this?
What I need to add to the code to force register last changes to the object in edit mode before I change parameters in "Adjust last action" panel?

I assume it's would be a known issue. If so, can you help me with workaround this? What I need to add to the code to force register last changes to the object in edit mode before I change parameters in "Adjust last action" panel?
Author

Ok. I made hardcore solution, it looks completely insane.
The point is to copy selected objects, then delete copy and select originals with bpy.ops.ed.undo_push() at the end. It push undo for one level and I no longer lost mesh data in edit mode...

See def for_edit_mode (self, context):

import bpy


class TEST_OT_register_undo(bpy.types.Operator):
    bl_idname = "test.register_undo"
    bl_label = "Register Undo"
    bl_description = "Some description."
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_options = {"REGISTER", "UNDO"}


    orientation_types = (('GLOBAL', 'Global', ''),
                         ('LOCAL', 'Local', ''),
                         ('CURSOR', 'Cursor', ''))
                         
    orientation: bpy.props.EnumProperty(
        name="Orientation", items=orientation_types, default='LOCAL')


    def draw(self, context):
        layout = self.layout

        row = layout.row()
        row.prop(self, "orientation", text="Orientation", expand=True)

    @classmethod
    def poll(self, context):
        # Checks for mesh in edit mode
        active_object = context.active_object
        return active_object is not None and active_object.type == 'MESH' and active_object.mode == "EDIT"
        
    def execute(self, context):
        self.for_edit_mode(context)            
        self.createLattice(context)
        if self.orientation == 'GLOBAL':            
            bpy.context.scene.transform_orientation_slots[0].type = 'GLOBAL'

        elif self.orientation == 'LOCAL':
            bpy.context.scene.transform_orientation_slots[0].type = 'LOCAL'

        elif self.orientation == 'CURSOR':
            bpy.context.scene.transform_orientation_slots[0].type = 'CURSOR'
        
        return {'FINISHED'}
    
    def createLattice(self, context):
        object_active = bpy.context.view_layer.objects.active
        lattice_data = bpy.data.lattices.new('SimpleLattice')
        lattice_obj = bpy.data.objects.new(object_active.name + '_SimpleLattice', lattice_data)

        context.scene.collection.objects.link(lattice_obj)

        return lattice_obj
    
    def for_edit_mode (self, context):
        active_object = context.view_layer.objects.active
        if active_object.mode == "EDIT":

            objects_originals = context.selected_objects

            bpy.ops.object.mode_set(mode = 'OBJECT')
            bpy.ops.object.duplicate()

            objects_duplicated = context.selected_objects

            # removing objects with its data
            for obj in objects_duplicated:       
                purge_data = [o.data for o in context.selected_objects if o.data]
                bpy.data.batch_remove(context.selected_objects)
                bpy.data.batch_remove([o for o in purge_data if not o.users])

            for obj in objects_originals:
                obj.select_set(True)
                context.view_layer.objects.active = active_object

            bpy.ops.object.mode_set(mode = 'EDIT')
            
        bpy.ops.ed.undo_push()
    

classes = (
            TEST_OT_register_undo,
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
        
def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
        
if __name__ == "__main__":
    register()

But I look for real solution. Any help?

Ok. I made hardcore solution, it looks completely insane. The point is to copy selected objects, then delete copy and select originals with **bpy.ops.ed.undo_push()** at the end. It push undo for one level and I no longer lost mesh data in edit mode... See **def for_edit_mode (self, context):** ``` import bpy class TEST_OT_register_undo(bpy.types.Operator): bl_idname = "test.register_undo" bl_label = "Register Undo" bl_description = "Some description." bl_space_type = "VIEW_3D" bl_region_type = "TOOLS" bl_options = {"REGISTER", "UNDO"} orientation_types = (('GLOBAL', 'Global', ''), ('LOCAL', 'Local', ''), ('CURSOR', 'Cursor', '')) orientation: bpy.props.EnumProperty( name="Orientation", items=orientation_types, default='LOCAL') def draw(self, context): layout = self.layout row = layout.row() row.prop(self, "orientation", text="Orientation", expand=True) @classmethod def poll(self, context): # Checks for mesh in edit mode active_object = context.active_object return active_object is not None and active_object.type == 'MESH' and active_object.mode == "EDIT" def execute(self, context): self.for_edit_mode(context) self.createLattice(context) if self.orientation == 'GLOBAL': bpy.context.scene.transform_orientation_slots[0].type = 'GLOBAL' elif self.orientation == 'LOCAL': bpy.context.scene.transform_orientation_slots[0].type = 'LOCAL' elif self.orientation == 'CURSOR': bpy.context.scene.transform_orientation_slots[0].type = 'CURSOR' return {'FINISHED'} def createLattice(self, context): object_active = bpy.context.view_layer.objects.active lattice_data = bpy.data.lattices.new('SimpleLattice') lattice_obj = bpy.data.objects.new(object_active.name + '_SimpleLattice', lattice_data) context.scene.collection.objects.link(lattice_obj) return lattice_obj def for_edit_mode (self, context): active_object = context.view_layer.objects.active if active_object.mode == "EDIT": objects_originals = context.selected_objects bpy.ops.object.mode_set(mode = 'OBJECT') bpy.ops.object.duplicate() objects_duplicated = context.selected_objects # removing objects with its data for obj in objects_duplicated: purge_data = [o.data for o in context.selected_objects if o.data] bpy.data.batch_remove(context.selected_objects) bpy.data.batch_remove([o for o in purge_data if not o.users]) for obj in objects_originals: obj.select_set(True) context.view_layer.objects.active = active_object bpy.ops.object.mode_set(mode = 'EDIT') bpy.ops.ed.undo_push() classes = ( TEST_OT_register_undo, ) def register(): from bpy.utils import register_class for cls in classes: register_class(cls) def unregister(): from bpy.utils import unregister_class for cls in reversed(classes): unregister_class(cls) if __name__ == "__main__": register() ``` But I look for real solution. Any help?

Added subscriber: @mont29

Added subscriber: @mont29

Most likely same root issue as many other similar reports, like e.g. #75541 (Modifiers added in edit mode are undone out of order if you go back to object mode)...

Most likely same root issue as many other similar reports, like e.g. #75541 (Modifiers added in edit mode are undone out of order if you go back to object mode)...
Philipp Oeser removed the
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Reference: blender/blender#90252
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