[Bf-committers] Undo system design

Jason Saunders blenergetic at gmail.com
Wed Nov 17 15:34:13 CET 2004


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
entirely).

Anyways, something like a "history editor" sounds very promising and useful.


On Wed, 17 Nov 2004 14:37:36 +0100, Ton Roosendaal <ton at blender.org> wrote:
> 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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> >
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> >
> ------------------------------------------------------------------------
> --
> Ton Roosendaal  Blender Foundation ton at blender.org
> http://www.blender.org
> 
> 
> 
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