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  • Published 15 Jul 2019

Option to bring back old undo behavior

In blender 2.8 the undo system was uptaded, but the old one had several advantages.

Gone is the behavior that you can enter the sculpt mode, make any changes, exit it and press undo to get the stage before you entered it. This allowed to compare both stages of your model letting you see if what you did was good or not. Another advantage was that if you done somthing wrong in sculpt mode and messed up your model, you could simply undo everything you did in object mode.

Now if you undo in object mode, you are back in sculpt mode and undid the last brush stroke. You have to hope you don't run out of undo steps.

I don't propose to just use the old way, because the new one also has its pros, but I would like to see a ceckbox in the user preferences allowing you to restore the old behavior.

undo.png

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Development Status: Open

Upvote 15 Downvote 3
armin.tiefenbrunner
15 Jul 2019

5 Comments

CheesecakeCG

It think it would be nice to have a hybrid solution, where the undo menu gives you the choice between going back the old way, or the new way.

2
SamPao

In Preferences - System - Memory & Limits there is a checkbox for Global Undo. Thats what you are looking for right?

1
kromar

i support this, there is some inconsistency sometimes with the undo which destroys a lot of work, i now tried both with and without global undo and both are destructive in some situations. i just used undo in the text editor and instead of undoing what i wrote last it undid some big junk of the script. luckily i was able to redo which is not always the case. Its quite hard to create a reproducible situation to report this issue but this is for me a real issue which makes me not being able to rely on the undo system due to its dangers of losing work which i never felt in 2.79 there im super confident in what undo does.

testure

The behavior you're describing has been around long before 2.80

If I open up my current 2.79 version and sculpt, if I undo from object mode it puts me back in sculpt mode and starts stepping backward through strokes that were made. My suggestion would be to make a copy of your object before you start sculpting if you want to see a before and after.

As for the proposal itself, I think it is counter-intuitive and goes against how the concept of "undo" works in virtually every other piece of software known to man.

Imagine this scenario: You're painting something in photoshop in a layer. You switch layers and want to step backward so you hit Undo. The last 30 minutes of paint strokes on a previous layer disappear for some reason. That is effectively what you're proposing for Blender.

A singular undo stack for all user input is the gold standard for a reason. If you're worried about running out of undo levels, increase the setting. If you want to see a before and after, save a "before" so you can compare it to "after", a backward undo design isn't necessary for any of those things.

armin.tiefenbrunner Author

No, it's actually not. I am not exactly sure what it does, but not what I mean. It still behaves the same.