Make visible uv elements consistent with 3D view
Honestly, the entire UV editor is a trainwreck but I'm not going to pollute this one proposal with all of the gripes I have since that is well trodden ground at this point. Instead I'm going to focus on a single piece of low hanging fruit that should honestly be addressed since the same work has already been done in the 3d viewport.
A lot of care has been given in 2.80 to make sure that the 3D view is efficient and pleasant to view as possible. Unfortunately the UV view has been left in the dust.
For example, in a 3D view, if you are in face selection mode- you don't see vertices and have the option to turn face dots off entirely. Not so in the UV view- unwrapping dense meshes is a brilliant way to give yourself a migraine. No matter what mode you're in, the result is the same:
Verts, Edges, Face dots are all visible. Vert size can be changed in theme settings. Face dots cannot be removed. Face dot size cannot be changed without also changing the size of the verts. Face dot size setting in theme option does nothing (this appears to be an untriaged bug? developer.blender.org/T66359 ).
Mode and Expected Result:
Vert: Verts and edges visible. Face dots OPTIONALLY visible.
Edge: Edges visible. Face dots OPTIONALLY visible. Verts OPTIONALLY visible.
Face: Edges visible. Face dots OPTIONALLY visible. Verts OPTIONALLY visible.
5 Comments
I agree that uv editor needs a facelift, but I'd prefer better packing and built in rectify in a first place
* @lordvigore * that work was actually done back in 2016 as a gsoc project and never got merged back into main for some reason. There's still a branch for it on git.
* @testure * thanks, I'll give it a try maybe
I can clearly see you outlining the problem, but I'm not sure that you've given a solution as clearly. What exactly are you proposing?
* @Jason van Gumster * the part in blue