Yep - so sneaky it's not been noticed for years. I think it's because
no-one actually uses that part of the editors functionality!

Leaves me wondering about when the snap functionality was introduced... The
repository doesn't go back that far! :)

On Sunday, November 25, 2012, Darien Caldwell <darien.caldw...@gmail.com>
wrote:
> 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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>
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