forked from bartvdbraak/blender
Fixed weird alignment for new mesh objects. This still doesn't work correctly in edit mode, but it's a bit more usable than before.
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@ -1281,9 +1281,9 @@ static float new_primitive_matrix(bContext *C, float primmat[][4])
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Mat4One(primmat);
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if(rv3d)
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if(rv3d && (U.flag & USER_ADD_VIEWALIGNED)) {
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Mat3CpyMat4(vmat, rv3d->viewmat);
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else
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} else
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Mat3One(vmat);
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/* inverse transform for view and object */
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