[Bf-committers] Undo system design
ton at blender.org
Wed Nov 17 15:56:29 CET 2004
Each undo step in our stack is immediately accessible for redo. Try the
On 17 Nov, 2004, at 15:34, Jason Saunders wrote:
> By non-linear undo, i think he means that you dont only have to undo
> ONE step forwards or backwards; but that you can pick and choose
> different stacks to delete (like the history window in photoshop).
> With my [limited] understanding of Blender's global undo system, I
> think that this would be very possible; we'd just have to consider how
> to implement this in the UI (which is a whole new discussion
> Anyways, something like a "history editor" sounds very promising and
> On Wed, 17 Nov 2004 14:37:36 +0100, Ton Roosendaal <ton at blender.org>
>> No, this is the proper maillist for such discussions. :)
>> I've never really investigated what 'proper' undo architectures are,
>> your remarks on 'unified linear undo stack' I don't really get... what
>> would 'non-linear' undo be?
>> My remark in the release notes on the current undo issues are more
>> a user perspective, with multiple different undo systems being in use
>> now (editmode undo versus global undo). This can lead to confusement,
>> and it is worth trying to unify I think.
>> The current undo system does indeed include more features we can add
>> for a next release yes. The full undo stack can just be written in
>> files. Or even better, I thought of dumping the entire undo stack
>> including current project on exit, and just have it read back on
>> restart of Blender. Would be a very interesting experiment, and
>> certainly be extremely cool to show off. :)
>> Whether Blender has a 'farsighted design' opinons can differ though,
>> I'm usually quite humble about that. But for presentation/marketing of
>> our project it wouldn't hurt to emphasise some more of the good things
>> in Blender, so a text as you wrote below should be at least quoted on
>> our blender3d.org website!
>> On 17 Nov, 2004, at 13:09, Goran Kocov wrote:
>>> While browsing through the 2.35 changes documents
>>> yesterday, I noticed that the undo system design is
>>> still not completly resolved and that there's a
>>> possibility of switching to a unified linear undo
>>> Since in many design decisions, Blender has proven to
>>> be years ahead compared to other 3D apps (excelent
>>> example is the UI with the non-overlaping windows, the
>>> widgetless transforms, etc. resulting in a nearly
>>> unsurpassed workflow), I see the flexible and elegant
>>> solution of a non-linear undo system (which is, in a
>>> large part, already implemented) as a possibility once
>>> again to show the 3D world the farsightedness of
>>> Blender's design.
>>> I'm not very familiar with Blender's architecture, so
>>> I can't tell the possible technical pitfalls of this
>>> approach, but IMO, from a design point-of-view, going
>>> to a unified undo system would be a *bad* decision.
>>> Another very useful undo related feature would be the
>>> capability to save the undo stacks in the blend
>>> project file, thus enabling the user to undo changes
>>> even after the project has been closed and then
>>> reloaded. Once again, I don't know if this is possible
>>> and/or practical with the current architecture (I
>>> suppose the size of the project file would rise
>>> exponentially with the undo stacks included, but I
>>> can't see any other problems at the moment).
>>> P.S. If the right place for this post is in the
>>> functionality board mailing list, please tell me and
>>> I'll move the thread there.
>>> Do you Yahoo!?
>>> Meet the all-new My Yahoo! - Try it today!
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>> Ton Roosendaal Blender Foundation ton at blender.org
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Ton Roosendaal Blender Foundation ton at blender.org
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