Normalize rects higher up.
We don't want to normalize footprint children to their board-relative coordinates.
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@@ -1767,7 +1767,10 @@ int EDIT_TOOL::Rotate( const TOOL_EVENT& aEvent )
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}
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if( BOARD_ITEM* board_item = dynamic_cast<BOARD_ITEM*>( item ) )
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{
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board_item->Rotate( refPt, rotateAngle );
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board_item->Normalize();
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}
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}
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if( !localCommit.Empty() )
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@@ -2054,6 +2057,7 @@ int EDIT_TOOL::Flip( const TOOL_EVENT& aEvent )
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}
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boardItem->Flip( refPt, leftRight );
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boardItem->Normalize();
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}
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}
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