Commit: f23f07ced020cc337a5fe77d02f7aaed5d584144
Author: Bastien Montagne
Date:   Fri Feb 28 10:47:28 2014 +0100
https://developer.blender.org/rBf23f07ced020cc337a5fe77d02f7aaed5d584144

Fix T38407: Bone roll calculation flips local axes at wrong rotation angle

Just remove that rotation special case for now, at least fixes the glitch along 
Z axis when rotating around Y axis in report.

Anyway, there is no reason for such special handling, we do not have real 
rotation in editbone...

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

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 af4beff..8e7e5c4 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -812,17 +812,12 @@ static void recalcData_objects(TransInfo *t)
                                                }
                                                else {
                                                        copy_v3_v3(up_axis, 
td->axismtx[2]);
-                                                       
-                                                       if (t->mode != 
TFM_ROTATION) {
-                                                               
sub_v3_v3v3(vec, ebo->tail, ebo->head);
-                                                               
normalize_v3(vec);
-                                                               
rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec);
-                                                               mul_qt_v3(qrot, 
up_axis);
-                                                       }
-                                                       else {
-                                                               
mul_m3_v3(t->mat, up_axis);
-                                                       }
-                                                       
+
+                                                       sub_v3_v3v3(vec, 
ebo->tail, ebo->head);
+                                                       normalize_v3(vec);
+                                                       
rotation_between_vecs_to_quat(qrot, td->axismtx[1], vec);
+                                                       mul_qt_v3(qrot, 
up_axis);
+
                                                        /* roll has a tendency 
to flip in certain orientations - [#34283], [#33974] */
                                                        roll = 
ED_rollBoneToVector(ebo, up_axis, false);
                                                        ebo->roll = 
angle_compat_rad(roll, td->ival);

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