Update, wow this blows up !
Looks like there is a lot of long standing bull that many of us just gave up on and accept, I have compiled and will continue to update the top ten most veiled incomprehensible Blender’s default behaviors.
List constantly updated [updated on: 21 April 2020]
1 [Most Criminal]:
It’s almost as ridiculous as pressing E for extrude but if you right click so that it “visually” looks like the extrude is canceled, it is actually not canceled but just in the same place as the original plane causing two planes to be in the exact same place…people try to makes excuses by saying this allows you to execute inset…but that is what pressing “I” is for…inset…
[Some xxx says because “history” so let it be…wow really ?]
User @Kabu puts it best:
Criminal indeed. That creates non manifold geometry and makes for the source of most bugged modeling within Blender, second only to dirty ngons…
And user @Hadriscus
This happens because internally two operators are chained in seemingly one operation : the extruded face by default just sits where it was created, and then the translate operator is called on top of that. Apparently cancelling the operation cancels only the last operation, when it should be (imho) cancelling the entire thing, extrusion included.
Can you believe the current Blender default is B for Box Select, C for Circle and Control+Right Mouse button for Lasso and YET L itself is assigned to…nothing ? The absolute hubris of this nonsensical inconsistent crap is beyond…
[some xxx says L is for Select Linked, that’s for the DOPESHEET hello …L in the 3D viewport is just there doing NOTHING…by default ! B for Box Select, C for Circle and L for Lasso ? No let Lasso be some other shortcut…or else that would make TOO MUCH SENSE and we can’t have that…]
PS: This nonsense has been resolved by an add-on here:
All credit goes to @Cirno !!!
3: The third most hideous not so much inconsistent but…user @Jeric_Synergy puts it best: “Really ?!”
Talking about deleting:
Select an object in outliner, hit del…nothing happens, hit x…nothing happens,
right click, select delete in the menu…here we go.
Then, by chance, read a heated thread here in the forum about Lightwave just to find out
that you have to move the cursor back to the 3D viewport to delete
things in the outliner…really?
4: Box Selection inconsistency/not conforming to industry standard [submited by new user @Tom_123]
Make a box selection, delete the selected part, sigh … backfaces were not selected /deleted.
Shouldn’t there be a checkbox in the N menu or somewhere else, where you could check
that the selection ‘cut’ through the whole mesh? Without enable/toggle ghost view every time?
[In object mode, box select will select everything even hidden behind the objects, standard behavior across most 3D packages…but in Blender’s edit mode, box select will only select front facing and you have to go to wireframe mode in order for box select to behave like standard…why ? because reaons…that same reason behind 1, 2 and 3…]
Of course this isn’t a big deal, but it feels odd to change the whole viewport appearance
just for a selection.
5: Just…unnecessary dependency on the numpad.
This is probably further down the list but…yeah it is about time we talk about this:
Unnecessary dependency on the numpad…most of us use laptop these days…most laptop don’t have numpad…I DON’T WANT a laptop with a numpad…takes up unnecessary space…
Focus selected being . on the numpad. I left it at default until I got a keyboard without a numpad and was forced to move it to a more sensible location. In my opinion, there should be NO commonly used keys only available on the numpad, and everything used frequently should fit on a 60% keyboard, with other keys and numpad being left for customization.
User @RobertLe Robert Lechl
What I found strange was, that there are shortcuts exclusive on num pad. Last time I used a keyboard with a numpad is more then 10 years ago. It’s a useless thing you don‘t need and that takes a lot space in the desk, especially if you have Wacom too.
6: Disable in Render should be the default instead of the current disable in viewport ONLY.
How many times have you disable the viewport visibility and click render and were SURPRISED that the object you hide is visible in render and then say “Oooo right right…that’s just for viewport only…” ?
All the time…don’t even try to pretend that’s not true.
User @Tom_123 says it best:
The icon for ‘Disable in Render’ should be shown by default in the outliner.
This may prevent beginners to do an overnight rendering, just to find out, that every object
they had hidden in the outliner was nicely rendered in best quality.
No big deal though, just check it in the filter menu then save your start up file.
What are yours ? Not even one ? Get it off your chest ;p