[Bf-committers] Undo system design
Ton Roosendaal
ton at blender.org
Wed Nov 17 14:37:36 CET 2004
Hi,
No, this is the proper maillist for such discussions. :)
I've never really investigated what 'proper' undo architectures are, so
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 from
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!
-Ton-
On 17 Nov, 2004, at 13:09, Goran Kocov wrote:
> Hi!
>
> 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
> stack.
>
> 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).
>
> Goran
>
> 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.
>
>
>
>
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Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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