Well, at firtst, I am CG workflow designer, that designs complex workflows.
So I can tell you, there are no things that are impossible without preselection, as it is invented just for fun.
Yes, it is shiny, but useless in simple mesh modeling, and malicious in complex one.
There are no evidence to the contrary.
At second, how can you avoid changes of Blender during development if you, actually, pay to keep it’s development monthly at diamond rate?
In the end, we are just discussing how to do things better, or, at least, less harmful)
People still work in it.
This, in fact, is not the problem specifically of Blender, but of the entire computer graphics industry.
All those Xray modes, wireframes, clipping views, sections, and other attempts.
Have you ever met a great solution to this problem in any software to take as an example?
Exactly.I have no idea why they don’t implement this in blender.
Switching to wireframe for that is a very outdated and retarded workflow imho. It should never be the only way.
The most funny thing is that I love preselection to select large surfaces and long segments, for example sharp edges and loopscuts … in these cases, I saw how it works in MOI 3D, and I definitely find it much faster than how it is currently on blender …
But being also used to using blender to model, especially to a speed modeling approach, I would find this preselection of single vertices,edges, and polygons more a nuisance than a real utility, because blender (at least 2.79) works great in the selections of vertices and polygons and edges … I love the fact that you just need to be close enough in the area and that verrtex is already selectable … this in the fast modeling is fantastic …
(many require the left click … because with the tablet they need to click on each point with the tip of the pen to select it, … you do not understand anything … you do not imagine how fast and comfortable it is to pass near an area and to make righ-click with the pen while the hand is in motion without stop it never … sure you have to train the thumb to be fast from good pistolero hehehe but this is it)
having said that, until the use techniques remain intact, and these new features are optional, I never have anything against them …
this solution that I proposed … could also be useful for the edge thicknesses … the more the object is far from the view, the more the edges become thin
AA algoritms of wireframes are pretty much complex mathematically.
Everything started from Bresenham algoritm, then Y and so on.
Basically, it is a great luxury to have at least one good static mode.
In addition, there is no point in thickening, as in itself, except design solution.
Also - problem of large scale objects like roads. You standing close, but end of street is far away.
It is hard to imagine what kind of thickness effect there should to be.
I do not speak of the preselect “lame” like maya …
I would like an algorithm in blender, which in overlay recognizes all the sharp edges, and therefore the possible surfaces, an evolution of what already makes the various selection tools addons
I really like your mock-up. I think this is a great solution. I think the face dots can be great for troubleshooting the mesh and other situations, but I think your solution should be the default behavior.