It's not "Wade's list." It's just a thread started by Lutz Albrecht after an overly AI-defensive reaction when someone in another thread posted a rant about uncorrected bugs and too few updates to correct known bugs. I fully expect it to soon go the route of all other such open-ended grab-bag threads, degenerating into a disorganized collection that no one can follow or make sense out of without reading through the whole thing.
In short, with no offense or disrespect intended toward Lutz, it's a bad idea. There are other places for "officially" reporting bugs, if you are so inclined. To discuss a bug with others here (discussion of specific subjects with other users being the purpose of this forum), it's far better to simply post individual threads, as you have with this one, than to bury it in an endlessly growing folder of unrelated topics and the inevitable spurious spin-offs.
Your screenshots don't show the seleted paths. Either describe exact steps to replicate the problem or post the file.
Several important bugs were introduced in CS3 with the sloppily-implemented changes to Outline Stroke in order to satisfy those who wanted Outline Stroke to work with dashes. That may be related, but one cannot tell without seeing your specific path.
The file is posted. Please see MiterBug.ai in the original post.
Definitely not my thread and I don't really think Mylenium's thread should not permanently posted at the top.
Yes it will degenerate into chaos but since this is not the right place to file bug reports it would be a very good place to have all of those reports by authors who refuse to file proper bug reports or feature request.
And it is a good place for Illustrator Team engineers to look for work to do when they have nothing better to do.
As far as your problem goes have you tried a different mitter setting?
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I can't say why it renders differently in AI10 (don't have it installed), but it renders the same in CS3 (again suggesting a connection to the changes made in that version). Note, however, from the screenshot that the right (outgoing) handle is not really retracted.
Note that the mitering corrects when the rightDirection handle is retracted:
Interesting. How were you able to get the coordinates of the direction handles? And how were you able to numerically adjust them? What a cool feature that would be.
How were you able to get the coordinates of the direction handles?
alert("Anchor "+i+" X: "+pointRef.anchor+myReturn+
"Anchor "+i+" Y: "+pointRef.anchor+myReturn+
"LeftDirection X: "+pointRef.leftDirection+myReturn+
"LeftDirection Y: "+pointRef.leftDirection+myReturn+
"RightDirection X: "+pointRef.leftDirection+myReturn+
"RightDirection Y: "+pointRef.rightDirection);
And how were you able to numerically adjust them?
I didn't. See the guides in the second screenshot? I just snapped a horizontal ruler guide to the bottom of the extended handle and a vertical ruler giude to the anchorPoint. Then I snapped the handle to the intersection of the two guides.
What a cool feature that would be.
But don't hold your breath. The program still can't join more than two open paths at a time, either.
By the way, five out of the twelve innermost points of your path are Smooth Points. Unfortunately, Illustrator's convert buttons retracts the handles when you convert to cornerPoints, and doesn't give you any option to specify otherwise. See that little Automatic checkbox in FreeHand's Object inspector? Also, note how easy it is to differentiate between selected corner (round) and curve (square) points in FreeHand:
If I had but one pathpoint selected, its position would be shown above, too. In fact, in this one tidy palette I can see and set important things about a selected path or pathpoint for which in Illustrator you have to visit the Appearance, Attributes, and (of all things) Document Info palettes.