I may be overreacting but I am a little dumb founded by the current mesh edit system inside the alphas of Blender 2.5, or lake there of.
Now I say this with the up most gratitude for the development team but from what I can tell the current logic behind implementing a new mesh edit system is to use the same old mesh edit system as in blender 2.49 (Keyboard Shortcuts Mostly). Maybe it’s because the development team hasn’t started on the new mesh edit system but I must say that I am a little worried about the future of mesh editing in blender if a system that conforms to the blender 2.5 logic is not implemented. Granted the old system is fine for some people and should stay implemented however I’m looking forward to a new system that is more focused on procedural based modeling, dose not use keyboard shortcuts, and has a high level of complexity to allow for a powerful level of editing.
From what I understand every tool in blender 2.5 is now an Operator. These operators are applied rather then executed changing the model to archive the desired effect. From my stand point it makes sense that the new mesh edit system would be much like it’s code base in form. The user would apply operators form a list of operators onto the stack of the model they are working on, thus changing the model. This would allow the user to change the parameters of the operator before it is applied, allowing for a procedural, non keyboard based, system for editing models that is easy to use but is also vary powerful.
Am I just over reacting or is this not happening in blender 2.5?