Proportional Editing O key shortcuts bug/deceptive? #41458

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opened 2014-08-16 10:29:18 +02:00 by Terry Wallwork · 9 comments

System Information
Operating system and graphics card

Blender Version
Broken: (example: 2.69.7 4b206af, see splash screen)
Worked: (optional)

Short description of error

Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps
I am using Blender GIT Rev b6df448 on a Fedora 20 Linux 64Bit Box with an Intel 3000HD gfx
debug build.

I noticed that when in Edit Mode with a Mesh Object selected pressing the [o Key] while over
the 3D Viewport only enables or disabled Proportional Editing Mode. It never cycles through
all the other available options (Connected & Project 2d) in the
[3D View Editor Header > Mesh > Proportional Editing] sub-menu even though it has the shortcuts
next to their names. This is different from the Proportional Editing Falloff entries which use
[SHIFT Key + o Key] they do have all their entries cycled through when using their shortcut (and
keyboard shortcuts next to they names).

Should the short cut names against the entries that are not cycled through be removed?

3D_View_Editor_Header-Mesh-ProportionalEditing-OkeyBug.blend

system-info.txt

**System Information** Operating system and graphics card **Blender Version** Broken: (example: 2.69.7 4b206af, see splash screen) Worked: (optional) **Short description of error** **Exact steps for others to reproduce the error** Based on a (as simple as possible) attached .blend file with minimum amount of steps I am using Blender GIT Rev b6df448 on a Fedora 20 Linux 64Bit Box with an Intel 3000HD gfx debug build. I noticed that when in Edit Mode with a Mesh Object selected pressing the [o Key] while over the 3D Viewport only enables or disabled Proportional Editing Mode. It never cycles through all the other available options (Connected & Project 2d) in the [3D View Editor Header > Mesh > Proportional Editing] sub-menu even though it has the shortcuts next to their names. This is different from the Proportional Editing Falloff entries which use [SHIFT Key + o Key] they do have all their entries cycled through when using their shortcut (and keyboard shortcuts next to they names). Should the short cut names against the entries that are not cycled through be removed? [3D_View_Editor_Header-Mesh-ProportionalEditing-OkeyBug.blend](https://archive.blender.org/developer/F104316/3D_View_Editor_Header-Mesh-ProportionalEditing-OkeyBug.blend) [system-info.txt](https://archive.blender.org/developer/F104317/system-info.txt)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @TerryWallwork-1

Added subscriber: @TerryWallwork-1

Added subscriber: @Druban

Added subscriber: @Druban

There's a few menus that don't display shortcuts correctly... the pivot point for example is the same way.

You know that Alt O is 'connected', right? (It doesn't show).
'Projected' doesn't have one by default but it's possible to give it one.
In fact you can make a shortcut easily that cycles through the four options but it's not that great because the icons for projected and enabled are the same, and this is the same reason that it's not that useful to make a shortcut for projected.

There's a few menus that don't display shortcuts correctly... the pivot point for example is the same way. You know that Alt O is 'connected', right? (It doesn't show). 'Projected' doesn't have one by default but it's possible to give it one. In fact you can make a shortcut easily that cycles through the four options but it's not that great because the icons for projected and enabled are the same, and this is the same reason that it's not that useful to make a shortcut for projected.
Author

Hi Druban,

Thanks for the info.

Had no idea about the alt+o key, good to know :)

Hi Druban, Thanks for the info. Had no idea about the alt+o key, good to know :)

Added subscriber: @mont29

Added subscriber: @mont29
Campbell Barton was assigned by Bastien Montagne 2014-08-16 14:39:40 +02:00

That issue with menus and shortcuts is due to the fact we use a same operator for different menu items… The way we try to check which op call gets which shortcut is not perfect (we have other issues related to that 'operator polymorphism', like e.g. labels, tips, etc.). Think this is more considered a TODO than a bug currently. Will let Campbell make final decision here, though.

That issue with menus and shortcuts is due to the fact we use a same operator for different menu items… The way we try to check which op call gets which shortcut is not perfect (we have other issues related to that 'operator polymorphism', like e.g. labels, tips, etc.). Think this is more considered a TODO than a bug currently. Will let Campbell make final decision here, though.

Yep, this is a TODO

Yep, this is a TODO
Campbell Barton removed their assignment 2016-08-11 06:36:06 +02:00

Removed subscriber: @ideasman42

Removed subscriber: @ideasman42
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Reference: blender/blender#41458
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