Fix "View All" potential min/max use when all objects were skipped
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@ -2724,7 +2724,6 @@ static int view3d_all_exec(bContext *C, wmOperator *op)
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for (base_eval = view_layer_eval->object_bases.first; base_eval; base_eval = base_eval->next) {
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if (BASE_VISIBLE(v3d, base_eval)) {
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changed = true;
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Object *ob = DEG_get_original_object(base_eval->object);
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if (skip_camera && ob == v3d->camera) {
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@ -2739,6 +2738,7 @@ static int view3d_all_exec(bContext *C, wmOperator *op)
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}
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BKE_object_minmax(base_eval->object, min, max, false);
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changed = true;
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}
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}
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