UI: Expand List of Editors
Open, Needs TriagePublic

Description

In 2.79b the Editor Type dropdown was a vertical list of literally all the editors available in Blender.

In Blender 2.8, the first step of splitting this list into columns/categories makes the layout a bit clearer. But we are still showing only the editors themselves, hiding a lot of important features under sub-editors.

Some examples of hidden functionality is how the Compositor and Shading Nodes editors are combined into the Node Editor entry even though their purpose is completely different. And with Animation Nodes or Modifier Nodes in the future this is only going to get worst.

This proposal is to expand sub-editors into their own entry to gain exposure and discoverability. They would work as sort of shortcuts to their own section.

List of changes:

General

  • 3D View -> simply renamed to 3D Viewport
  • Nodes Editor ->
    • New: Shader Editor (for Material/World/Line)
    • Compositor
    • Texture Editor is not included as it is to be removed
  • UV/Image Editor ->
    • New: UV Editor
    • New: 2D Paint
    • New: Mask Editor - Read note below.
    • Image Editor -> renamed to Image Viewer, put in the Data category
  • Movie Clip Editor -> renamed to Motion Tracking

Animation

  • New: Drivers (sub-editor of Graph Editor)
  • Timeline: Now a sub-mode of Dopesheet Editor
  • NLA -> simply renamed to Nonlinear Animation

Scripting

  • Info: see note below

Data

  • New: Image Viewer
  • New: Assets Browser (in the future)
  • User Preferences: remove it

Notes

  • Mask Editor: The Mask editing functionality is duplicated in both the Image editor and the Movie Clip. The only difference is that they work with either Images (or render result) or Videos. These could be merged into one single editor, to be discussed with @Sergey Sharybin (sergey).
  • Info Editor: I propose to remove it from the list. The top-bar will take over the menu entries, the status bar will take over the stats. The print of the operators runned is better fit as a sub-editor of the Python Console.
  • Remove menu header. Not only makes it cleaner but also makes the "Editor" in entries not redundant. Removing 'Editor' from some entries introduce confusion (e.g. "Shader" could be confused with Properties or the Asset, "Graph", "Text", etc).

Details

Type
Design

I like these changes a lot of sense and I like them, especially Mask Editor.

+1 to all these changes. Question: would it be too wide if scripting was the 4th column? It looks kind of weird below animation (maybe because it's the only one like that). Also, that way the properties panel would get a shortcut (on e).

@Pablo Vazquez (venomgfx) it seems like you forgot some of this guys here ;) and i m afraid that all this might be too crowded, I don't know you guys decide :)

Only one problem, why don't show hot keys in editor lists, lots editors have hot keys, but no body know it, even for lots old users. Please keep hot keys.

@Pablo Vazquez (venomgfx) it seems like you forgot some of this guys here ;) and i m afraid that all this might be too crowded, I don't know you guys decide :)

I didn't forget them. They are the same kind of data applied to different types, so they do belong as sub-editors. Unlike cases of completely different kind of data like Compositor vs Shading nodes.

Only one problem, why don't show hot keys in editor lists, lots editors have hot keys, but no body know it, even for lots old users. Please keep hot keys.

I'm a huge advocate of the hotkeys for editors, I use them constantly. That said, for Blender 2.8 we should be careful about which hotkeys do we ship with (anyone can still set their own hotkeys), but that's another topic for another thread.

Why remove the user preferences from the list ?

Why remove the user preferences from the list ?

It's confusing to mix editors for actual productions with those for personal/system preferences. Usually User Preferences are under an "Edit" menu, which Blender now has!

Committed rB756b70c6c34d596558f6fadf808ecb2a4bf8e3bf for node space types only.

Other changes here require more refactoring - eg, adding a new mode for the image editor.

Regarding the info space.

The keymap, operators and selection work differently so merging with the Python console isn't really nice.

Also, if we are to have some kind of logging the user can see - this isn't something you would think to use a Python console for (you might want to see a log of actions but not care about Python).

While the info space currently it's weak - I'd rather not mix it with the py-console. Instead - improve usefulness of logging / debug output - for eg, the ability to view output from our C logging API.

I think the best way to go about this is what we agreed on during the 2.8 UI workshop:

Info Editor

Since we plan to introduce the global top bar, we can also repurpose the Info Editor. It would be the expanded, much more detailed version of the status bar. Our place for all kinds of statistics and logs.

The Info Editor could contain:

  • Notification logs (log of last displayed warnings, errors and hints)
  • Information about currently open .blend file
  • Log of executed operators
  • Detailed information about on-going jobs
  • Diverse statistics (memory, polygon count, object count, ...)
  • Hardware/Driver information (maybe system-info.txt can be integrated a bit nicer here?)

See https://en.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup#Info_Editor.