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authorMatt Ebb <matt@mke3.net>2009-07-22 10:31:36 +0400
committerMatt Ebb <matt@mke3.net>2009-07-22 10:31:36 +0400
commit53c1b562af9a0c8f66ae9f406fa2b50aee32a569 (patch)
tree8941392e63a2ca8ac3118a16fa480a2b3157739e
parentd44d7e220dfbf7b0575ec93f1bb18777f4277eef (diff)
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.
-rw-r--r--source/blender/editors/mesh/editmesh_add.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/mesh/editmesh_add.c b/source/blender/editors/mesh/editmesh_add.c
index c24670aa856..92aa46ea390 100644
--- a/source/blender/editors/mesh/editmesh_add.c
+++ b/source/blender/editors/mesh/editmesh_add.c
@@ -1281,9 +1281,9 @@ static float new_primitive_matrix(bContext *C, float primmat[][4])
Mat4One(primmat);
- if(rv3d)
+ if(rv3d && (U.flag & USER_ADD_VIEWALIGNED)) {
Mat3CpyMat4(vmat, rv3d->viewmat);
- else
+ } else
Mat3One(vmat);
/* inverse transform for view and object */