all 2.8 and recent 2.7 builds
Short description of error
when mesh have modifier (typically armature) which deform mesh,in Edit mode , gizmo do not show correct selected vertex position, and do not use pivot of current defromed visuall location, and rotation.
Exact steps for others to reproduce the error
1 load cube, load armature (single bone)
2 select cube, with ctrl select single bone armature, (Active) , ctrr + p >Armature deform >with automatic weight.
3 clear selection, then select the cube, go to Properties editror > modifier , then activate "Display modifier in edit mode" and "Adjust edit cage to modifer result.
4 clear selection, select armature (single bone) , in pose mode, translate bone 7 unit and rotate bone.
5 now the cube mesh posed with bone. then go to edit mode. we can see visual transformed positon of mesh verts
6 "transform problems" with gizmo, pivot, and trasform axis.
Select one vertex of cube, then activate "move tool" ,with set pivot as Active Elements. As visual infomation, we can see selected vertex keep the posed position. but Gizmo never locate on the vertex place. though we can still transform , if the mesh hardly posed we may not see gizmo in current UI. without we adjust view.
Select one face of cube, then set Transform orientation as "Normal" , it never move face to current visuall face normal direction. just show non posed mesh face normals. (so all orientation just show non-posed mesh orientation) . Rotation and Scale have same issue . because axis and pivot just keep non posed direction with each option. we can never edit with visuall infomation. (axis line or current gizmo, and pivot)
Of course Cusor to selected, just move cursor to Non posed selected elements position. (so can not use as pivot too)
7 "proportional editing problem"
When activate proportional edit, we need to check circle radius. but the radius circle locate on, Non defromed position. It cause difficult to adjust mesh verts with proportional edit. almost un-useful, when we need detail work.
Then, It is already reported,
Manipulator position is wrong while editing corrective shape keys
This subject just leave it off as piority Normal. But it really important for modeling with modifier, and shape keys. (modify animated mesh etc etc,,)
I really hope some developer try to solve this issue. (though I do not call it bug, but really important future, for editing mesh)
at least change priority from "Normal" please.. , I expected blender 2.8 new dependency graph will solve this problem.