Commit: 6c329304c13db75ca5cb1be6d20e86a9857da426
Author: Brecht Van Lommel
Date:   Wed Jan 29 16:59:23 2014 +0100
https://developer.blender.org/rB6c329304c13db75ca5cb1be6d20e86a9857da426

Fix bone transform issue where the bone roll depends on intermediate mouse 
positions.

It computed the roll compatible with the previous mouse position roll value,
now it uses the initial roll value.

===================================================================

M       source/blender/editors/transform/transform_generics.c

===================================================================

diff --git a/source/blender/editors/transform/transform_generics.c 
b/source/blender/editors/transform/transform_generics.c
index 8bf3e65..b188578 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -796,8 +796,7 @@ static void recalcData_view3d(TransInfo *t)
                                }
                        }
                        
-                       
-                       if (t->mode != TFM_BONE_ROLL) {
+                       if (!ELEM3(t->mode, TFM_BONE_ROLL, TFM_BONE_ENVELOPE, 
TFM_BONESIZE)) {
                                /* fix roll */
                                for (i = 0; i < t->total; i++, td++) {
                                        if (td->extra) {
@@ -826,7 +825,7 @@ static void recalcData_view3d(TransInfo *t)
                                                        
                                                        /* roll has a tendency 
to flip in certain orientations - [#34283], [#33974] */
                                                        roll = 
ED_rollBoneToVector(ebo, up_axis, false);
-                                                       ebo->roll = 
angle_compat_rad(roll, ebo->roll);
+                                                       ebo->roll = 
angle_compat_rad(roll, td->ival);
                                                }
                                        }
                                }

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