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author | Campbell Barton <ideasman42@gmail.com> | 2020-09-10 02:45:25 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2020-09-10 02:45:25 +0300 |
commit | 5badf1653173a23607244ebbda72c710860ea795 (patch) | |
tree | eb1519f5642fc7b10aa1162492c2415b87171d9b /source/blender/blenkernel/intern/softbody.c | |
parent | 0721fbb6e1e28bb7afd33f3c4d00c0fd53e292cb (diff) |
Cleanup: spelling
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index 1ebbc1e2d77..88b32e194cf 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -211,7 +211,7 @@ static float sb_time_scale(Object *ob) * will cause unwanted responses of the softbody system (which does inter frame calculations ) * so first 'cure' would be: interpolate linear in time .. * Q: why do i write this? - * A: because it happened once, that some eger coder 'streamlined' code to fail. + * A: because it happened once, that some eager coder 'streamlined' code to fail. * We DO linear interpolation for goals .. and i think we should do on animated properties as well */ |