[opensource-dev] Found long-standing prim rotation bug: BUG-885
Ricky
kf6kjg at gmail.com
Mon Nov 26 07:30:54 PST 2012
On file for years now :)
On Sun, Nov 25, 2012 at 11:48 PM, Lance Corrimal
<Lance.Corrimal at eregion.de>wrote:
> Verified - Now I'm sticking the patch in a test build to see if it breaks
> other stuff.
>
> Do you have CA on file?
>
> bye,
> LC
>
>
> Am Sonntag, 25. November 2012, 23:26:53 schrieb Ricky:
> > 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.caldwell at 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 <kf6kjg at 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.caldwell at 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 <kf6kjg at 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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