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temp-sculpt-dyntopo
refactor-mesh-face-generic
blender-v3.3-release
refactor-mesh-corners-generic
refactor-mesh-sharp-face-generic
gpencil-new-data-proposal
overlay-next
temp-sculpt-roll-mapping
sculpt-dev
tmp-volume-matrix-api-update
tmp-eevee-shadow-commit-mp
universal-scene-description
cycles_path_guiding
temp-vulkan-descriptor-sets
tmp-eevee-shadow-commit
temp-angavrilov
asset-shelf
brush-assets-project
tmp-workbench-rewrite2
temp-T101739-fix-seam-bleeding-non-manifold
tmp-mak-012623
temp-bundled-assets
asset-lite-greasepencil
temp-pbvh-split
temp-pbvh-texpaint-automasking
microfacet_hair
tmp-worbench-rewrite2-optimizations
temp-offset-array-ref
blender-v2.93-release
blender-projects-basics
temp-pbvh-seam-texturing-tweaks
temp-nodes-group-declarations
refactor-mesh-sharp-edge-generic
temp-asset-library-all
refactor-mesh-uv-map-generic
refactor-mesh-position-generic
temp-T102440
temp-rbf-pose-blender
geometry-nodes-tetrahedralization
nodes-matrix-types
temp-xr-painting
blender-v3.4-release
geometry-nodes-simulation
bli-matrix-template
temp-linux-35x-libs
refactor-mesh-corner-normals-lazy
temp-py-gpubatch-draw-advanced
xr-dev
temp-vulkan-shader
bevelv2
soc-2022-soft-bodies
arcpatch-D16436
tmp-dynamic-usd
temp-image-engine
tmp-vfx-platform-2023
soc-2022-many-lights-sampling
tracking_tools
nla-scale-fix
principled-v2
temp-ui-cpp
temp-ghost-vulkan
tmp-libs-2.93-lts
temp-T97352-3d-texturing-seam-bleeding-b2
temp-xr-virtual-camera-experiment
temp-vse-retiming-tool
gpencil-next
temp-sculpt-brush-channel
asset-browser-grid-view
temp-asset-representation
temp-gpencil-automask
tmp_libs_34
temp-T101905-gpu-backend-argument
node-add-asset-menu
temp-collection-objects-link-multiple
temp-texture-painting-gpu
tmp-workbench-perf-experiment
tmp_usd_import_unbound_mtls
tmp-drw-split-matrix
temp-sculpt-normals-masking
temp-sculpt-cavity-mask
temp-pbvh-vbos
tmp-usd-alab-v2-T100452
refactor-mesh-selection-generic
temp-T96708-brush-texture-refactoring
temp-chunk-list
feature-imformat
temp-geometry-nodes-evaluator-refactor
refactor-mesh-bevel-weight-generic
temp-chunked-list
temp-outliner-new-element-storage
refactor-mesh-remove-pointers
soc-2022-text-usability
refactor-mesh-material-index-generic
drw-manager-next
refactor-mesh-hide-generic
blender-v3.2-release
sculpt_curve_collisions
temp-anim-editors-redo-panel-D14960-D14977
retopo_transform
temp-libepoxy
temp-T99046-platform-reference-images
geometry-nodes-rigid-body-integration
file-browser-grid-view
temp-legacy-mesh-format-option
arcpatch-D14645
soc-2022-waveform-drawing
temp-T95933-object-mode-curve-selection
temp-deform-curves-on-surface
cycles_oneapi
temp-viewport-compositor-merge
temp-texpaint-automasking
temp-deform-curves-with-surface
asset-greasepencil
temp-T99046-render-test-increase-fail-threshold
temp-T98708-gpu-conservative-depth
lineart-shadow
temp-lineart-contained
cleanup-id-override-const
temp-T98375-share-gpu-textures
wintab
temp-T97352-3d-texturing-seam-bleeding
temp-T97905-compositor-meta-data
lineart-cas-2
temp-T97272
temp-T97907-compositor-meta-data
temp-T96952
tmp-usd-mak-c87f6242
temp-outliner-library-override-hierarchy
lineart-object-load
tmp-eevee-next-merge
draw-deferred-compilation-experiment
soc-2021-porting-modifiers-to-nodes-remesh-voxel
blender-v2.83-release
tmp_lib_update_32
temp-mesh-cpp
temp-viewport-compositor-compiler
temp-T96710-pbvh-pixels
tmp-new-gpu-codegen
devirtualizer
temp-T96709-painting-target
temp-collection-assets
temp-lineart-embree
temp-multi-function-eval-varray
temp-sculpt-colors
soc-2021-curves
blender-v3.1-release
temp-vertex-paint
temp-vse-channels-edge-panning
eevee-rewrite
temp-library-overrides-outliner
cycles_hydra
temp-3d-texturing-brush-b
temp-abc-features
tmp-transform-navigate
temp-image-buffer-rasterizer
soc-2021-porting-modifiers-to-nodes-remesh-blocks
temp-3d-texture-brush-prototype
temp-fix-normals-custom-data
viewport-compositor
bli-math-basic-types
soc-2021-simulation-display
greasepencil-object
temp-license-header-spdx
KTX_support
gsoc-2021-porting-modifiers-to-nodes-solidify
2d
gltf_vtree
soc-2021-porting-modifiers-to-nodes-decimate
temp-T95279-remap-referenced-data
temp-gpu-image-engine
tmp-eevee-rewrite-compilation-error
draw-viewport-data
temp-T94900-b
temp-T94900-gpu-viewport-default-layers
temp-T94185-id-remapper-ui
tmp-workbench-shader-create-infos
blender-v3.0-release
temp-geometry-nodes-extrude-mesh
tmp-T95052
tmp-gpu-polyline-shaders
tmp-gpu-shader-descriptor-2
temp-usd-prev-export2
tmp-core-id-remap-test-cases
temp-vert-normals-cleanup
temp-move-geometry-to-cpp
tmp-vector-template
drw-gpu-wrapper
temp-geometry-nodes-extrude-and-scale
temp-scale-elements-node-test
temp-usd-udim-import
temp-copy-on-write
temp-T94185-id_remapping-experiment-a
temp-llvm-testing
nurbs-opencascade
temp-usd-preview-surf-export
soc-2021-uv-edge-select-support
T93558
temp-gpu-texture-partial-updates
gpu-shader-descriptor
temp-geometry-nodes-text
tmp-vulkan
temp-T90535-usd-alab-material-import
node-tree-update-refactor
temp-sample-sound-node
temp-interface-region-search-cpp
temp-enum-socket
temp-link-portals
temp-unity-build-test
geometry-nodes-level-set-nodes
temp-virtual-array-value-type
soc-2020-io-performance
studio-sprite-fright
temp-cycles-source-reorganize
asset-browser-snap-dragging
temp-python-zstandard
soc-2021-porting-modifiers-to-nodes-merge-by-distance
temp-compositor-cleanups
temp-eevee-gpencil-rewrite
temp-vse-handles
temp-ui-tweaks
xr-controller-support
temp-node-common-cpp
temp-varray-get-set-multiple
soc-2021-uv-editor-improvements
temp-geometry-nodes-output-attributes
soc-2021-knife-tools
temp_test_sc_keymap
cycles-x
temp-field-visualization
soc-2021-curve-fillet
temp_bmesh_multires
temp-cocoa-scroll-acceleration-fix
temp-socket-decl-refactor
fluid-mantaflow-gpu
soc-2021-vse-strip-thumbnails
temp-noise-nodes-cpp
temp-compositor-canvas
T90952
temp-parallel-multi-function
temp-geometry-nodes-fields
grab_walk_fix
soc-2021-adaptive-cloth
temp-geometry-nodes-fields--fields-jacques
temp-cpp-ghc-filesystem
temp-geometry-nodes-fields--fields
temp-geometry-nodes-fields--anonymous-attributes
refactor-idprop-ui-data
compositor-full-frame
temp-runtime-node-def
temp-geometry-nodes-fields-prototype-visualization
temp-geometry-nodes-fields-prototype
temp-multi-function-procedure
soc-2021-porting-modifiers-to-nodes_all
cycles_texture_cache
experimental-build
cycles_procedural_api
soc-2021-porting-modifiers-to-nodes-extrude-and-move
soc-2021-porting-modifiers-to-nodes-extrude
temp-geometry-nodes-expandable-geometry-socket-prototype
fluid-mantaflow-2d
windows_make_docpy
usd-importer-T81257-merge
nodes-update-readonly-tag
geometry-nodes-closest-points
tmp-buildbot-gcc-10
soc-2021-geometry-nodes-regression-test
node-group-single-socket-nodes
curve-nodes-modifier
temp-geometry-nodes-curve-sample
geometry-nodes-unnamed-attributes
temp-nodes-intersect-alt-key
tmp_arcpath-D11868
refactor-vertex-group-names
temp-gpencil-bezier-stroke-type
temp-gpu-uniform-builtin-structs
wintab_fallback_walknav
temp-socket-inspection
temp-long-link-dimming
fixed_width_integers
lineart-bvh
temp-gpencil-camera-reproject
temp-gpu-push-constants
temp-attribute-processor
temp-cpp-type-cleanup
temp-geometry-nodes-curve-deform-node
wintab-logging
fix-tablet-walk
geometry-nodes-raycast
temp-spreadsheet-row-filter
lineart-fn-cached
temp-compact-node-prototype
asset-browser
geometry-nodes-curve-to-points-node
node-editor-edge-pan
eevee-gpencil
asset-system-filelist
temp-geometry-nodes-viewer-node
lineart-fn-thread-loading
tmp-buildbot-cleanup
temp-gpencil-masking
temp-ffmpeg-4.4
temp-attributes-panel
profiler-editor
FixT87160_DSE_Channel_Selection
temp-interface-cpp
geometry-nodes-curve-support
info-editor-cpp
temp-attribute-transfer-node
virtual-array-attributes
temp-pose-slide-D9054
spreadsheet-active-node
ui-asset-view-template
temp-node-tree-pages-prototype
override-outliner-view
temp-geometry-nodes-processor-prototype
temp-any-instead-of-variant
temp-unreachable-abort
temp-spreadsheet-instances
temp-geometry-nodes-instances-api-v2
temp-geometry-nodes-instances-attributes
geometry-nodes-mesh-primitives
temp-asset-tools-prototype
temp-geometry-nodes-mesh-primitive-line
lanpr-under-gp
temp_D10504-2_nla_keyframe_remap_upper_strips
blender-v2.92-release
usd-importer-T81257
temp-spreadsheet-editor-python-prototyping
temp-spreadsheet-editor
override-refactor-tmp-2
temp-derived-node-tree-refactor
T85799
tracking_scopes
temp-icons-fixes
temp_D10504_nla_keyframe_remap_upper_strips
temp-weight_mirror
temp_T76472_graph_editor_fcurve_extrapolation
eevee-closure-lib-cleanup
eevee-dof-refactor
eevee-probe-roughness-fix
eevee-ggx-lut-fix
df0bce3f7d0
temp-geometry-nodes-instances-api
tmp-ocio-v2
temp-nodes-redesign
tracking_proportional_editing_v2
blender-v2.91-release
temp-uv-face-select-no-thresh-when-inside
temp-D10103-nla_support_strip_overlap_during_transform
fracture_modifier
temp-point-distribution-refactor-experiment
temp-experimental-cpp-math-refactor
vfx-clip-ui-update
tmp-T82230-nla_remove_hold_reset_behavior
temp-D8687-directly_select_fcurves
geometry-nodes
soc-2020-testing-frameworks
geometry-nodes-point-separate-node
temp-nla-strip-alignment
temp-atomics-int16
geometry-nodes-deduplicate-float-math
asset-metadata
geometry-nodes-active-modifier-drawing
attribute-accessor
geometry-nodes-attribute-nodes
temp-T82588-box-select-invisible-keys
greasepencil-edit-curve
codesign_error_tracker
outliner-cpp-refactor
temp-fix-headerless-panels-switch-windows
temp-gpencil-fading-modifier
temp-D8915-copy-rotation-remove-sheer
geometry-nodes-boolean-node
temp-T81874-box-select-active-keyframe
geometry-nodes-transform-node
temp-trimesh-sculpt
geometry-tree-evaluation
fcurve-modifier-panels
temp-fcurve-key-insert-follow-curve
temp-fcurve-active-keyframe-D7737
mesh-to-volume-modifier
blender-v2.90-release
soc-2020-fluid-tools
property-search-ui-v2
tmp-T80603
soc-2020-greasepencil-curve
tmp-gldebuglayer
tmp-gltexture
soc-2020-custom-menus
active-fcurve-keyframe
soc-2020-soft-body
newboolean
fail-on-memleak
soc-2020-outliner
soc-2020-production-ready-light-tree-2
soc-2020-info-editor
property-search-ui
temp-ui-button-type-refactor
soc-2020-production-ready-light-tree
particle-solver-dev
tmp-gpu-context-isolation
soc-2020-xr-input
temp-remesh-octree
mac_arm64
tmp-eevee-glsl-cleanup
tmp-pointcloud-render
buildbot-lts
asset-engine--archived
asset-uuid--archived
eevee-motionblur-object
modifier-panels-ui
temp-cycles-tbb
wm-drag-drop-rewrite
temp-lanpr-review
gsoc-2018-many-light-sampling
tmp-eevee-material-refactor
tmp-widget-opti
tmp-texture-sampler
xr-world-navigation
blender-v2.82-release
node-tree-ref
simulation-access-modifier
blenloader-decentralization
temp-test-point-cloud-simulation-depsgraph-integration
functions
builtin-simulation-nodes
performance-test
obj-import-experiments
soc-2019-openxr
vr_scene_inspection
blenloader-api
tmp-workbench-rewrite
id-ensure-unique-memory-address
simulation-tree
greasepencil-refactor
draw-colormanagement
temp-gizmo-decoupled-redraws
fluid-mantaflow
blender-v2.81-release
tmp-overlay-engine
soc-2019-bevel-profiles
temp-npr-gpencil-modifiers
soc-2019-npr
temp-gpencil-drw-engine
soc-2019-embree-gpu
temp-npr-smooth-contour
temp-lanpr-staging
filebrowser_redesign
tmp-eevee-shadowmap-refactor
vamr-openxr-module
sculpt-mode-features
soc-2019-adaptive-cloth
tmp-drw-callbatching
soc-2019-outliner
soc-2019-cycles-procedural
temp-D5423-update
temp-vr-draw-thread
blender-v2.80-release
tmp-batch-cache-cleanup
soc-2019-fast-io
temp-toolsystem-multiwindow
blender2.7
collada
soc-2018-npr
temp-keymap-industry-compat
temp-fracture-modifier-2.8
temp-dna-rename
userpref_redesign
hair_object
motion_curve_fix
collada2.8
cycles_embree
interactive_physics
temp-ui-layout-2.8
cloth-improvements
soc-2018-cycles-volumes
hair_guides_grooming
hair_guides
benchmark
soc-2018-bevel
soc-2018-hair-shader-fixes
temp-udim-images
soc-2018-hair-shader
temp-volume-object
cycles_cryptomatte
temp-eeveelightcache
temp-tab_drag_drop
temp-keymap-save
temp-dynamic-overrides
fracture_modifier-master
ui_layout_gridflow
temp-keymap-changes
tmp-CollectionsAnim
tmp-b28-motionpath-drawing
uv_unwrapping_slim_algorithm
blender-v2.79b-release
tmp-COW_InsertKeyframe_Fix
temp-unified-collections
temp-modifier-rm-cddm
tmp-TimelineHeaderButtonsStretching
blender2.8-workbench
soc-2017-normal-tools
cycles_bvh8
blender-v2.79a-release
temp-scene-obedit-remove
temp-workspace-object-mode-removal
blender-v2.79-release
soc-2017-sculpting_brush
split-kernel-faster-building
id_override_static
openvdb
custom-manipulators
soc-2016-uv_tools
soc-2016-pbvh-painting
soc-2017-vertex_paint
soc-2017-sculpting_improvements
soc-2017-package_manager
strand_editmode
smooth-fcurves
id_copy_refactor
gsoc2016-improved_extrusion
temp-ssr
temp-cycles-opencl-staging
temp-cycles-denoising
ge_2df_textures
HMD_viewport
soc-2016-multiview
transform-manipulators
datablock_idprops
cycles_disney_brdf
temp_cycles_split_kernel
cycles_split_kernel
unlock_task_scheduler
uv_unwrapping_slim_and_ceres
surface-deform-modifier
cycles-tiles-rework
soc-2016-cycles_denoising
temp-layers-ui-table
uiTable
render-layers
clay-engine
multi_previews_id
cycles_disney_bsdf_transmittance
layers
pbr-viewport
temp_display_optimization
viewport_bvh_select
temp-cycles-microdisplacement
soc-2016-cycles_images
strand_nodes
object_nodes
asset-experiments
soc-2016-sculpt_tools
temp_viewport_fx_merge
custom-normals-bmesh
temp-decklink
compositor-2016
decklink
BendyBones
cycles_panorama_experiments
temp_remove_pointcache
temp_remove_particles
temp_depsgraph_split_ubereval
temp_textedit_comment_toggling
GPencil_Editing_Stage3
temp_bge_moto
UI-experiments
UI-graphical-redesign
missing-libs
free-refcount-ids
cycles_camera_nodes
epic-navigation
temp-ui-widget-refactor
gooseberry_farm
gooseberry
temp-ghash-experiments
temp-ghash-setops
temp_motionpaths
fcurves-simplify
soc-2014-fluid
GPU_data_request
depsgraph_refactor
multiview
vertex_paint_pbvh
alembic_pointcache
cycles-ptex-49
viewport_experiments
soc-2014-bge
texture_nodes_refactor
input_method_editor
GPencil_EditStrokes
soc-2014-shapekey
terrible_consequencer
GPencil_FillStrokes
libmv_prediction
blender2.4
dyntopo_holes
soc-2014-viewport_context
gtest-staging
blender-tiles
soc-2014-viewport_fx
soc-2014-remesh
soc-2014-nurbs
pie-menus
soc-2014-cycles
soc-2013-paint
particles_refactor
soc-2013-viewport_fx
tiles-scheduler
bake-cycles
soc-2013-cycles_volume
overscan
soc-2013-depsgraph_mt
soc-2013-dingto
soc-2013-sketch_mesh
soc-2013-rigid_body_sim
soc-2011-tomato
soc-2013-bge
soc-2013-motion_track
soc-2013-ui_replay
soc-2012-sushi
ge_dev
soc-2013-depsgraph_eval
soc-2008-mxcurioni
soc-2012-bratwurst
soc-2012-swiss_cheese
soc-2012-fried_chicken
meshdata_transfer
smoke2
tile
soc-2011-cucumber
bmesh
soc-2011-carrot
cycles
soc-2011-garlic
soc-2011-radish
soc-2010-nicks
vgroup_modifiers
soc-2011-pepper
soc-2010-jwilkins
merwin-spacenav
bge_components
soc-2010-merwin
render25
soc-2010-nicolasbishop
soc-2009-chingachgook
soc-2010-nexyon
soc-2010-aligorith
ge_eigen2
sculpt25
soc-2009-jaguarandi
soc-2009-imbusy
soc-2009-kazanbas
blender2.5
volume25
soundsystem
soc-2009-aligorith
sim_physics
ge_dome
etch-a-ton
soc-2008-nicholasbishop
animsys2
projection-paint
harmonic-skeleton
soc-2008-jaguarandi
fluidcontrol
apricot
soc-2008-quorn
cloth
ndof
orange
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While Blender's keymap editor is very flexible, it isn't very easy to get a clear overview, to spot conflicts, or to edit in general.
Issues with the current keymap editor:
We can solve these issues with a new approach for how the keymap editor should work:
Rather than just listing entries in a long nested list, we can do something more visual that shows the layout of the keyboard.
Above the keyboard, users can choose which editor and which mode to see. You can also pick if you want to edit the main keyboard, the keypad, or the mouse buttons:

An example of how the Mouse section could work:

In the top right you can choose which modifiers to take into account for the keyboard below. In this case Shift is enabled, so we only show items that are activated while holding Shift.

The keys themselves highlight if there is a shortcut added. The blue key here is the one that is selected. The dot means that it was customized. The warning symbol means there is a conflict on this key.

When a key is selected, you can see the operator assigned to it below. This is similar to the current keymap editor:

On the left we have a way to search for all operators, filtered by the current context, which you can apply to the current key in one of two ways:
Normally you see a list of all operators which apply in the current context:

You can search this list to narrow the results down:

Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @WilliamReynish
Added subscribers: @pablovazquez, @ideasman42
Added subscriber: @JacquesLucke
Is the keyboard layout supposed to look different depending on the keyboard the user uses?
Added subscriber: @DuarteRamos
@JacquesLucke Ideally it would take the current input language into account, but not sure how feasible it is to add support for all regions. But, some select ones would probably need to be added, like an AZERTY layout. Ideally it would simply auto-detect the input language so that it 'just works'.
Added subscriber: @AnadinX
This looks great I do have a use-case where its slightly less useful..
I like the built in keymap but change my navigation controls to be the usual ATL+LMB/MMB/RMB. I do this across all editors/contexts. its currently quite easy to modify all editor versions of similar keymaps by using the search.
This may be something that's less important but thought it was worth mentioning as there are a number of things that are shared (circle/box selected for instance)
With this proposal we'd have to switch editor manually again to see if that editor even had the mapping.
Added subscriber: @Imaginer
I like this in general, but I'd also like to request that an "Advanced Mode" be retained which would show the version we have now, because of things like what @AnadinX said about having a list that spans multiple contexts, and for the ability to have multiple keymaps open at the same time which it looks like the new design wouldn't allow. But for general use and conflict detection this looks like a great improvement!
Added subscriber: @AlexeyPerminov
Added subscriber: @ckohl_art
Added subscriber: @CobraA
I too agree, this one seems you can navigate & change one thing at time which would be slow to customize an entire keymap while the current one allows for much more flexibilty it's just a long list of scrolling when it should have been a multi-column layout
Added subscriber: @deadpin
I think the primary reason why folks would want to retain an "advanced" list of entries that span multiple contexts at once is because there's no hierarchy to the keymap. In many instances I want to add/change a keymap entry at a "top level" and have it apply to everything below that unless overridden later.
Why do I have to add/change the same keymap entry (key and action) for both "Object Mode" and "Mesh" today? What I really want is to add/change that entry for "Viewport" and have it apply to object mode and mesh accordingly.
Why do I have to add/change the same keymap entry (key and action) 3 times for "Object Mode", "Mesh", and "Curve" modes when they will all call the same pie menu using the same key? What I really want to say is just add this pie menu entry to the "Viewport" and have it apply in all the lower modes.
You could still override entries for things like "Mesh" mode individually but for the most part I want a top level hierarchy so I can set most things once.
Beyond that, being able to draw the various keyboard and mouse layouts will probably be very difficult although I really do like it :)
If a hierarchy won't be added, consider allowing multiple "contexts" to be selected at once in your selector maybe? Then display all the actions somehow on the same keyboard layout. It would allow folks to modify all the contexts they have selected at once. Would get messy real quick. At least consider it and mention it in the design even if you chose to not do it.
@deadpin
You can already do that. Just add a keymap entry to the
3D View (Global)section (or theWindowsection which is truly global). This will make it work in any mode, so long as a keymap entry in a specific mode doesn't override it. I think the reason why people add multiple keymap entries is because they want it to be there for only some modes, not every mode.Not quite, at least for
3D View (Global). Adding a custom keymap entry there doesn't work in Object mode (weirdly enough). It's why e.g. the Subdivision Set operator is duplicated for Object mode explicitly even -- 6 extra keymap entries that are nothing but clutter.Setting at Window level seems like a workaround to a legitimate bug perhaps. Haven't tried it to see if it would work though I wouldn't want my keybinding to work while my cursor is over the outliner (operator shouldn't have to care too much about the region)
If folks are wanting to view multiple contexts at once, I wonder why if not to set the same key in multiple places more easily? All I'm suggesting is if that's really the case, we should fix that problem directly, instead of keeping the older list around (unless there's other reasons to do that)
I think you've found a bug there. When I try working with the Subdivision Set operator in a global context all kinds of weird things happen. In fact the Subdivision Set operator seems to display unexpected behavior (to the user at least) even with the default keymap.
As to why you'd want a large list or to see multiple contexts at once is to get a better overview of whats there, not to mention that lists are easier to scan through than the visual keymap proposed here, and you can also have multiple keymaps open and editable at the same time. Another reason is that sometimes you can't currently just assign to a global context because you actually need a different operator for each context; an example of this is the select all operator. There are many different select all operators like
object.select_all,mesh.select_all,curve.select_all,action.select_all,gpencil.select_all, etc. (spread across multiple contexts) that all use the same shortcut (A). Changing the shortcut for this operator is already hard, but without access to a list like we have now it would be much harder.I think the improvements suggested here are useful, but I think there is still value in being able to work with the current list, so I don't think it should be removed, at least for now. As this progresses, solutions may be found that make the list view obsolete, but the current proposal doesn't account for the more complex situations.
Added subscriber: @LeoSch
Added subscriber: @Schiette
Added subscriber: @1D_Inc
This proposal provides key-oriented solution instead of operator-oriented.
Operator-oriented is good in editing in general, since it provide clear view of the entire operators structure per modes and the list of available assigned operators, and also can be filtered across modes.
I think proposed solution can be used as a layout viewer, since it prioritizes keys instead of operators, and even with that in mind you have to check all Ctrl Alt Shift combinations to get full key map image per single mode.
Maybe, adding Any button to the filter, that will expose all key's modifiers will help that.
Operators have too long names to fit buttons GUI, and writings like "Start" and "End" are are far from self-evident.

Also it is unknown how to be with things like that
In my opinion, Blender have too complex keymap system to be comfortably exposed in key-oriented way.
Because they have different functionality. There is extrude operator in mesh mode and no extrude in object mode.
@1D_Inc I don’t think that’s true. The current keymap editor is not really operator-centric at all. It doesn’t list all operators and then which keys are assigned to them - It just primitively lists all the keymap entries in a rather unsorted list. That’s not operator-centric.
@WilliamReynish Technicaly, true, it is not operators-centric, it is assigned operators-centric, since its a list of assigned operators, which allows you to observe operators by modes, including modal ones.
Removed subscriber: @deadpin
Added subscriber: @L0Lock
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Added subscriber: @brecht
@L0Lock, I'm afraid I have to remove your comment because of this:
https://lists.blender.org/pipermail/bf-committers/2020-July/050616.html
This content can't be posted on any of the Blender development websites.
@brecht then I'd rather just remove the screenshots from my post - eventually replace them with mockups at some point - but keep my comment alive.
It's not just screenshots that are not allowed, detailed explanation of the implementation in other applications should not be posted here either. You can write a new comment with just explanations of how you think Blender should work.
Then can I have a copy of my original comment please ?
https://pastebin.com/E60wPGtB
@L0Lock
Are you planing to reconstruct the entire post?
Maybe I am too early, but
No. This solution has a hard limit - usable keys are not infinte.
That's why such tools are used with spacebar menu and command alias, especially during repetitive linear work.
We are currently retraining such an "advanced user" to the professional wide-range modelling layout.
It is always painful, but necessary for productive teamwork.
Yes, but I need to rethink the entire thing and probably make my own mockups. It will take some time x)
By the way, are there some form of tool or asset pack to create the beautiful mockups we often see here? I'm sure the community would be happy to be able to use them too (and me). Unless it's programming a custom Blender build x)
You show an example where there are existing operators to call. Any operator can be hotkeyable AFAIK, so creating a "custom command" for that would be useless since you can already hotkey the operator itself.
But what about this that don't exist as operators ? What about macros ?
I personally had to create scripts just to be able to bind things to my keyboard, like a key to reset all Stretch To constraints in my armature, another to Set Inverse all the Child Of, increase/decrease the gizmo size, ... Things I can't do with a search bar unless I first create the operators myself. They can be very user-specific, they can be temporarily, but if there's a way to at least make it easier, why not ?
Added subscriber: @AlienTux
Added subscriber: @ionarn
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Added subscriber: @SHEK