Fix: Crash when toggling dynamic topology off
Before some recent refactors, normals were always calculated when creating the sculpt BVH tree. Switching from dyntopo BMesh back to base mesh sculpting, that didn't happen anymore. Nowadays it makes more sense to update the normals as necessary where they are used, so the intent of the code that uses normals is clearer. Pull Request: https://projects.blender.org/blender/blender/pulls/127111
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@@ -5036,6 +5036,8 @@ bool SCULPT_cursor_geometry_info_update(bContext *C,
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return true;
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}
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bke::pbvh::update_normals(*depsgraph, ob, *ss.pbvh);
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/* Calculate the sampled normal. */
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if (const std::optional<float3> sampled_normal = calc_area_normal(
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*depsgraph, brush, ob, node_mask))
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