Removed the highly disputable implementation that guessed a new view-center
when you go from Camera view to normal view. Now it returns, as usual, just back to where you where working.
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@@ -1805,6 +1805,9 @@ static void object_panel_object(Object *ob)
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yco+= 40;
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}
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}
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if(120-yco < -10)
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uiNewPanelHeight(block, 204 - (120-yco));
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}
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static void object_panel_anim(Object *ob)
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@@ -602,17 +602,6 @@ void viewmove(int mode)
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G.vd->view= 0;
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}
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if(G.vd->persp==2 && mode!=1 && G.vd->camera) {
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float upvec[3]={0,0,0}; /* the view vector */
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float mat[3][3]; /* view matrix 3x3 to rotate the upvec */
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where_is_object(G.vd->camera);
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VecCopyf(G.vd->ofs, G.vd->camera->obmat[3]);
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VecMulf(G.vd->ofs, -1.0f); /*flip the vector*/
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upvec[2]= G.vd->dist;
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Mat3CpyMat4(mat, G.vd->viewinv);
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Mat3MulVecfl(mat, upvec);
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VecAddf(G.vd->ofs, G.vd->ofs, upvec);
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G.vd->persp= 1;
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scrarea_do_windraw(curarea);
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scrarea_queue_headredraw(curarea);
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