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authorCampbell Barton <ideasman42@gmail.com>2020-09-10 02:45:25 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-09-10 02:45:25 +0300
commit5badf1653173a23607244ebbda72c710860ea795 (patch)
treeeb1519f5642fc7b10aa1162492c2415b87171d9b /source/blender/blenkernel/intern/softbody.c
parent0721fbb6e1e28bb7afd33f3c4d00c0fd53e292cb (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c2
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
*/