Add an “X” to each dropbown/listbox item which can remove that item.
Bad Idea. If you multiply delete buttons, you increase probability of accidental deletion of something, you don’t want to delete. Especially for newbies, deleting great things that they don’t understand will not help them to progress. Maybe hiding is better.
FPS-style navigation. A feature where WASD controls camera dolly and the mouse directly controls the viewing angle.
already exists -> Shift F
Canceling extrude leaves duplicate geometry. If a user engages an extrude command and then presses escape to cancel it, there remain extra faces on every edge of the polygon.
It is wanted in some cases like bobizib said.
Face-preserving edge delete. If the user deletes an edge, all faces touching that edge are also deleted. I propose an edge deletion which preserves surrounding faces and vertices. (Not edge loop delete, this merges the edge’s vertices.)
make no sense. If you delete the edge, you delete quad or triangle. There is already “dissolve” operator to keep an Ngon.
A method for allowing clicking on empty space to unselect.
what about actions that will be lost : 3dcursor placement (left click) or Drag immediately (right click)
what i’d like to see is the ability to expand any list type entry in the properties panel. like vertex groups, shape keys, bone groups, materials, textures an so on. especially for vertex groups only seeing 5 at a time makes working tedious when the mesh has more vertex groups, like for example a rigged character.
already exists. shift+mouse wheel with mouse cursor over the list to expand.
Personnaly, when I rig, I really need a “pick object in viewport” function. In exemple, when you add a position constraint, you must type the object name to follow. Sometimes it is cool, because you know its name, and it is hidden, but sometimes you just want to pick it in the viewport. Instead of that, if you don’t remember the name, you have the select it, check the name, and then reselect constrained object, and type the name. A great waste of time.
ddjef you should do it, this way: select target, then extend selecion to bone which should have constraint and use Shift Ctrl C or go to menu Pose->Constraints->add (with Targets)
Oh and in the properties panel, how about combining the transform panel with the cutom properties panel? Is there a reason they are separated?
Properties Editor Panel -> transformations for object (same purpose in all modes)
N-key properties Panel -> transformations for active element or selection (different purpose in object mode, and edit mode)
It would be terrific if we could group floating buttons in floating panels. Moving each button after changing view angle would probably take a long time and could be very frustating.
Maybe it is too complicated for a gsoc but I think UI would be better with horizontal toolshelf and vertical header.