Ahh, I see what you mean. it's acting as if the hidden snap ring is still present. A sneaky bug. :)
On Sun, Nov 25, 2012 at 10:13 PM, Ricky <kf6...@gmail.com> wrote: > For a missing hyphen... :) I meant edge-on. > > Here's how to reproduce the issue: > Rez a cube > Verify that Snap is disabled > Orient camera to directly face one of the prim faces > Select rotate mode or hold the correct modifier key(s) > Using the mouse drag on the rotate circle that is most like a line - aka > it is "edge-on" > Observe that as you drag along the line of circle the cube it rotates > smoothly (expected) > Observe that if you drag off the line - as if snapping was enabled and you > wished to snap - and then again in the direction of the line that it will > snap. (not expected) > > Hope that helps clarify > > > Ps. Sorry for the dup email Darien, I forgot to reply all. > > On Sunday, November 25, 2012, Darien Caldwell <darien.caldw...@gmail.com> > wrote: > > I'm a little unsure what "Edge on rotation" means. I can rotate a prim > on every axis in-world with snap off, and it never snaps. At least, not > unless I make it snap by engaging the Angle ring outside the circumfrence > of the rotation handle. Then it snaps as it should. > > > > I hope your patch isn't breaking this functionality, it's intended and > desirable. > > > > On Sun, Nov 25, 2012 at 8:23 PM, Ricky <kf6...@gmail.com> wrote: > >> > >> Just reported BUG-885, "Edge-on prim rotation snaps when snap is > disabled" Patch attached. > >> Looks like this bug has been in place for a very long time - dates back > to revision 0 of the code repository, committed by James Cook (James > Linden). > >> I've been delving back into the source code after a year and a half > away. I have to compliment LL, and all else involved, on the streamlined > compile setup - smoother even than the old develop.py system, definitely > better than the transition period when I last attempted! :D > >> I found this bug while I was working on learning/cleaning the code > structure in the LLManip* classes in preparation for reviving an old > project. Imagine my surprise when I found that one of the cases didn't > have a check for whether Snapping was enabled! So I took to opportunity to > delve deeper and work out a fix. Enjoy! > >> Ricky > >> Cron Stardust > >> PS, for Firestorm I also reported it as FIRE-8338 as that is where I > originally found the bug - however it exists in every viewer I've looked > at. Based on my research I think it's been in existence since snapping was > first introduced - whenever that was! > >> _______________________________________________ > >> Policies and (un)subscribe information available here: > >> http://wiki.secondlife.com/wiki/OpenSource-Dev > >> Please read the policies before posting to keep unmoderated posting > privileges > > > > >
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