the problem is that blender dosnt support spilt normals or vertex normal editing at all, I was saying once that feature is there at the core it should be easy for tools to be made to support all the differnt workflows for editing normals and setting hard edges.
QWERTY strikes again! :P Its really a matter of comparing whats more important, all similar functions being grouped in one area or all functions being tied to their first letter, to me the former makes more sense.
Hope you all enjoy the cage stuff in 2.71, guys :) There is some more work to be done for sure, but it was awesome to be able to finally get it implemented after all these years of wanting and many months of work with Dalai (since Oct. 2013). If you find any bugs or have any questions let me know. I made .blend for testing…
I miss this too. The simplicity of this. All the new "replacements" still don't prevent Blender from a mess of double hide, hidden groups and time wasting to solve Gordian knot of a scene management.