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!
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