It looks there is some type of Overflow in the UI code when the range is near of the INT max values. I have replaced by SHRT_MAX because is enough.
note this also happens for shaderfx rim/shadow offset
rim/shadow blur also behave weird (dont increment/decrement using arrows)
I can confirm with daily build.
I have tested these 3 arrows and works for me.
Can confirm, @Antonio Vazquez (antoniov) : mind checking?
Tue, Aug 20
Proposed fix D5544
Mon, Aug 19
Sun, Aug 18
I think MMB is a great solution. Thx!
Sat, Aug 17
@S J Bennett (quollism) You can close the revision. Thanks for your help fixing this bug.
Updated comments and removed same-line comment.
Fri, Aug 16
@S J Bennett (quollism) Do you have commit rights?
For me it's ok, jsut replace the comments before commit the patch.
Everything seems fine now, @antotoniov could you make a final check?
Proposed fix: D5500
Proposed Fix: D5489
Added handling for points on partly normalised strokes.
Thu, Aug 15
Wed, Aug 14
Good find @S J Bennett (quollism), thanks.
Thanks for the code, this solves the problem, but I'm thinking that maybe would be better Normalize the points in the vertex group. I mean, if only part of the stroke is in the Vertex Group, then normalize only those points.
I don't see the Interpolation operator in the menu redundant, it is just another way to reach the tool and also give more discoverability of the operator shortcut (Many tools in Blender are also on menus, toolbar or header, just think of Move, Rotate, Scale)
There is also no reason to force the user/artist to change to edit mode for interpolate strokes, when the tool works perfectly in drawing mode too. It would only slow down the 2D animation workflow.
Also these options were available while drawing which is not useful.
Why? It is actually useful to add interpolation keys while drawing.