Empty Hair object in sculpt mode, set select mode control points has wrong tooltip, doesn't show hotkey, adds new hotkey to wrong section #100406

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opened 2022-08-15 09:49:20 +02:00 by Reiner Prokein · 5 comments

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15

Blender Version
Broken: version: 3.4.0 Alpha, branch: master, commit date: 2022-08-14 13:19, hash: 39bad22008

Short description of error

The new empty hair object has in sculpt mode two selection methods. Control Points and Curves. The Curves selection method displays the proper tooltip, including the hotkey.

The Control Point selection method shows a short tooltip called Use Sculpt Selection, doesn't display the existing hotkey for it. And when you try to add your own hotkey, then the new hotkey gets added in the global Windows section, as a context toggle instead of the proper operator.

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

  • Add a empty hair object to the default cube
  • Switch to sculpt mode
  • Watch the tooltip for the selection methods in the header
  • Add your own shortcut

nohotkeydisplay.jpg

contexttoggle.jpg

hotkeyisdisplayed.jpg

**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 **Blender Version** Broken: version: 3.4.0 Alpha, branch: master, commit date: 2022-08-14 13:19, hash: `39bad22008` **Short description of error** The new empty hair object has in sculpt mode two selection methods. Control Points and Curves. The Curves selection method displays the proper tooltip, including the hotkey. The Control Point selection method shows a short tooltip called Use Sculpt Selection, doesn't display the existing hotkey for it. And when you try to add your own hotkey, then the new hotkey gets added in the global Windows section, as a context toggle instead of the proper operator. **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] [Based on the default startup or an attached .blend file (as simple as possible)] - Add a empty hair object to the default cube - Switch to sculpt mode - Watch the tooltip for the selection methods in the header - Add your own shortcut ![nohotkeydisplay.jpg](https://archive.blender.org/developer/F13386820/nohotkeydisplay.jpg) ![contexttoggle.jpg](https://archive.blender.org/developer/F13386822/contexttoggle.jpg) ![hotkeyisdisplayed.jpg](https://archive.blender.org/developer/F13386824/hotkeyisdisplayed.jpg)
Author

Added subscriber: @tiles

Added subscriber: @tiles
Author

Friends, with all respect, isn't it slowly time to fix this completely broken keymap manager, and to replace it by something working? When you create the keymap from scratch and just from the UI, then half of the operators ends in the Windows section instead of their proper sections where they belong to. And the other half cannot be added from the UI at all. You end in a completely broken and dysfunctional keymap, which is imho the proof that the current concept completely fails. And it gets worse with every new operator. The whole keymap is made of exceptions nowadays. The need to have a config file for the config file (blender_default.py) shows this even more.

Sorry for this little rant.

Friends, with all respect, isn't it slowly time to fix this completely broken keymap manager, and to replace it by something working? When you create the keymap from scratch and just from the UI, then half of the operators ends in the Windows section instead of their proper sections where they belong to. And the other half cannot be added from the UI at all. You end in a completely broken and dysfunctional keymap, which is imho the proof that the current concept completely fails. And it gets worse with every new operator. The whole keymap is made of exceptions nowadays. The need to have a config file for the config file (blender_default.py) shows this even more. Sorry for this little rant.
Member

Added subscribers: @HooglyBoogly, @lichtwerk

Added subscribers: @HooglyBoogly, @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Hm, sounds like a bit of a non-standard way to do it, but since a1830859fa you can choose point or curve (set_selection_domain) and additionally switch selection of totally by hitting the button again (use_sculpt_selection).
This non standard way leads to the confusion about the tooltips and in a way also to the shortcuts not showing (in this case use_sculpt_selection does not have shortcut which is right)
Basically, we try to make a single button do two different things, which should probably solved in the operator alone.

Will confirm for now.
CC @HooglyBoogly

Hm, sounds like a bit of a non-standard way to do it, but since a1830859fa you can choose point or curve (`set_selection_domain`) and additionally switch selection of totally by hitting the button again (`use_sculpt_selection`). This non standard way leads to the confusion about the tooltips and in a way also to the shortcuts not showing (in this case `use_sculpt_selection` does not have shortcut which is right) Basically, we try to make a single button do two different things, which should probably solved in the operator alone. Will confirm for now. CC @HooglyBoogly
Philipp Oeser removed the
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Reference: blender/blender#100406
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