The next thing is, this is just an experimental feature, so it only works in a few special cases at this point, but if you have an edge selected, an edge of a plainer face, okay, a simple plainer face, like for example, this is a square. Then if you type G for move, there is a new gizmo available, which will allow you to, let's say, move the edge, although you're not really moving the edge.

Rotating the adjacent faces such that they intersect with the moved edge. Now, this only works in a very limited class of cases. You have plainer adjacent faces and you have simple topology where like for example, in this case you have two parallel edges. So like this face is rotating when I do this right?

It's. This is the pivot, and the reason I pick this as the pivot is because it's parallel to this line. So it's very easy at this point to get into situations where you can't really this is working, but it's easy to get into situations that don't work, some of which is bugs and some of which is just gonna be limitations of this kind of an algorithm where it's fundamentally about rotation.

We're not really moving edges in the way that. with a polygonal program, but it does work in a few cases and it's quite nice maybe during the initial blockout phase when you're primarily working with plainer surfaces. And to some extent to some extent to full extent fills are recalculated.

So for example, I dunno, let's do that.

Fill it to recalculated. So anyway, I think over time I can add more cases that it supports, but for the start, it's gonna be very limited and buggy, but it's worth playing around with as an idea, I think.