That task became quite noisy and too forum-like for that place. So, here’s a thread instead.
However, here’s a small list of general notes about the keymap that may answer potential questions:
The keymap is not meant to include all the same shortcuts as the default keymap. It is intentionally meant to be much simpler and lighter. The expectation is that users will make more use of the context menus for invoking commands, which means every single command doesn’t need a shortcut. This makes the keymap easier to maintain and expand, and also means users have more free keys available to map their favourite commands to.
The keymap can not add entire new features to Blender, so the feature set is limited to the features that are currently inside Blender. So any suggestions to improve the underlying toolset is not relevant here
The first thing I noticed is that zooming is inverted compared to other major softwares: in Maya (for instance) you zoom in by moving the mouse towards the bottom / right, while currently in Blender it’s the other way around.
This is not a really big issue, but it can be a bit annoying: since the keymap is really close to what I’m used to, my brain has a bit of trouble remembering this specific difference (e.g. as soon as I do something else, my habits come back, I forget that I’m in Blender and when I want to zoom, I always zoom in the wrong direction once :p)
Anyway, just wanted to say this. I hope it’s the correct place for it. And good job with this keymap, I’m sure it will really be appreciated by a lot of people out there
When using the Bevel active tool, it’s possible to increase/decrease the number of segments with the mouse wheel while holding down LMB. Can the same be enabled for the number of cuts in the Loop Cut tool?
[EDIT] A shortcut for Select shortest path in edit mode would be nice in the keymap. That’s not something you want to go into a menu for as it needs a lot of clicks.
@billrey there were many comments in the task page requesting to revert the way object and edit mode switching (and component selection mode switching) is mapped back to the way it works in the default Blender keymap: Tab to toggle object and edit mode, then 1, 2, 3 to switch between vertex, edge, and face selection when in edit mode (at least for meshes). This would remove object mode from the number keys and avoid all of the disagreements around what number it should be assigned to. This would in turn mean mapping Operator Search to a new key, but that can be a separate discussion.
I counted at least 12 different people requesting this change since the initial implementation of the keymap was released, and nobody really disagreed with them, other than yourself. Given the feedback you have received from multiple people, can you consider this again please?
So where is the “select everything between where I click” shortcut in this mode?
Control clicking doesn’t seem to do anything at all (which was the old shortcut).
(Also, have 2 be edit mode AND vertex select mode is taking some getting used to… and pressing 1 kicks you back out to object mode… in Max, 1 is vertex, 2 is edge, 3 is open loop, 4 is face, 5 is linked… so not only is the toggle key killed, but it doesn’t really conform to muscle memory either…)
In Maya, when you are in the Node Editor, pressing TAB pops up an equivalent of the Add->Search… from the menu. For creating new nodes.
Personally I think is more likely to use this in the Node Editor, than creating new objects or executing operators.
UV Editor & Image Editor
ALT + R/M mouse button navigation (maybe on your list already)
Alt-key navigation is now set correctly for the UV/Image Editor.
Todo: Support dragging to box select while the Transform tool is active.
As for the Node Editor request, currently the Operator Search is set on the Window Manager level, meaning it applies to the whole window. But I should be able to move it to be per-editor, which means we could then make exceptions for things like the Node Editor.