Poll: Does Blender need more undo steps?

A lot of times it happens to me, that 64 undo steps aren’t enough for me in edit mode. 64 steps are nothing when you’re editing vertices. Sometimes you’re editing 1 or 2 vertices over and over and this alone can be 64 steps. Unfortunately it’s not possible to set a higher value in the preferences.

There should be a low starting value like 64 to make sure that people with weak systems won’t get a memory overload, but for people whose system can handle 500 undo steps easily it should be possible for them to set this value in the preferences. I’d like to get your feedback on this.

I prefer to save/save incrementally often, especially when a) I like my progress b) I start experimenting or c) I do something that is probably stupid. The “open recent” function acts as a big undo in this case. If you start going into unknown territory and you like where you’re at, just save first.

[withdrawn]

I’ve never had this problem since when ever i’m about to do something big i just duplicate the part and move it to a new layer. If you save one layer for lighting and camera that leaves 19 layers to play with. When the layers get full do an incremental save then clear out all the layers and redo the process.

If you’re going for something like 64+ undo’s then what you’d ideally need is a window which shows the undo steps for each datablock etcetera.

Say you’ve been tweaking vertices, going into the undo window, or something like that would show you all of the undo steps saved for that object.

I have never had to do that many undo’s before but I have had some troubles getting it to work more than 7 undo’s at times.

There have been plenty of times more undos would have helped but ideally we would have a history stack similar to Maya’s that we could just clear out when we were satisfied. Many more times I would like to tweak a change I made 10 steps ago but don’t necessarily want the intervening steps undone.

(stupid comment by me deleted by me, sorry.)

Up to a maximum of 64, which is the OPs point

Definitely, and history stack would be nice to!

I haven’t really needed more than the default number of undo steps in most cases but I could see some use for more than 64 steps (though do note that storing more steps would need more memory space).

As for having a history stack like in Maya, it might not be possible to have it implemented in a way where changing the settings of some tools you used to change topology ten steps back would have predictable effects up the line, the easiest thing to do for an initial implementation is to only allow changes to the most recent series of steps that don’t change topology like the functions that transform the object and shape the geometry (without adding or deleting faces).

The issue of predictability has been ran into in Blender development before when Sergey ran into the dilemma on how to interpolate sculpt data across the modifier stack (when coding the functionality needed to allow all the various modifiers to work on sculpted objects)

Having a history stack that you can change settings in ten steps is more or less impossible, maya shows that. But unlimited undos would be sweet, when you need them it is a huge relief to have them. To me this looks like a case with old code with stupid limits for no good reason, like the material limit that got increased to an insane amount in 2.5.

For incremental save blender has a nice save as copy feature which makes it easy to have a working file and lots of back ups

But unlimited undos would be sweet
or maybe up to a certain ram amount, a history stack (although i won’t use it that much) would be a blessing :slight_smile:

An easier way to do an incremental save would be really nice. I mostly copy things around the layers whenever i feel the need, but more undo steps probably isn’t a bad thing.

i have this great fear every time i hit undo because there’s a big chance blender crashes right at that moment
so instead of putting more undo step, it’s highly appreciated to make undo more stable