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! >> >> _______________________________________________ >> >> 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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