Fix #93403: Own keymap sets for each type of node editor. #106902
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Reference: blender/blender#106902
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Delete Branch "arevkov/blender:node_editor_shortcuts"
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The solution resolves conflicts when using the same keyboard shortcuts in different node editors. Created own keymap sets for texture nodes, shader nodes, geometry nodes and compositor nodes editors.
Task #93403.
WIP: Own keymap sets for each type of node editor.to Own keymap sets for each type of node editor.Own keymap sets for each type of node editor.to Fix #93403: Own keymap sets for each type of node editor.e316d26d44
toc5a3146fd0
The user interface for this is not obvious. Now it will always put shortcuts in the per type keymap, but I think for most cases you actually want to change the shortcut for all editors. Adding shortcuts for specific nodes is the exception. Users would somehow have to pick the right generic or specific keymap, which is not straightforward when assigning shortcuts by right clicking on a menu item. Or we'd have to automatically figure out the right one depending on the operator or even specific node used in the operator, if it exists across multiple editors.
An alternative solution to the bug report would be to make the node add operator poll check if the node type exists, and if not return false. I would prefer that.
Thankfully a voice of reason! Couldn't agree more. Node Editor has currently 82 shortcuts in the default keymap. It would be absolutely crazy to add 246 new keymap entries just because of a a rare exception where user has keymapped specific nodes, instead of doing a simple check if node works in given context.
At that point, we may as well just hardcode the default keymap because the effort to create a custom one would tip over from extremely difficult to borderline impossible.
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