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authorJanne Karhu <jhkarh@gmail.com>2011-01-23 17:04:31 +0300
committerJanne Karhu <jhkarh@gmail.com>2011-01-23 17:04:31 +0300
commitfa38da021cd08409f1bda4722a6cf8a607f86838 (patch)
tree08d2b4ed4ea17436ef6176efadaac4d910c8c4fb /source/blender/editors/object/object_intern.h
parenteafbb9221e483010bda5e336f935005006f78e89 (diff)
Some ui reorganization of the physics tab:
* Before the different simulations all had a panel with an "add this" button making the whole tab look really messy. It also rarely makes sense to have more than one or two physics things enabled for a single object, so having all the panels in the tab just added a great deal of visual clutter. * Now there is a single "enable physics for" panel at the top that allows for enable/disable of any simulation. All actual physics panels are hidden until a simulation is enabled. * There was no "add" button for force fields before, but I added a toggle between "none" and "force" to unify the ui even further.
Diffstat (limited to 'source/blender/editors/object/object_intern.h')
-rw-r--r--source/blender/editors/object/object_intern.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/object/object_intern.h b/source/blender/editors/object/object_intern.h
index 6c0a154090f..ca441e8d634 100644
--- a/source/blender/editors/object/object_intern.h
+++ b/source/blender/editors/object/object_intern.h
@@ -84,6 +84,7 @@ void OBJECT_OT_shade_smooth(struct wmOperatorType *ot);
void OBJECT_OT_shade_flat(struct wmOperatorType *ot);
void OBJECT_OT_paths_calculate(struct wmOperatorType *ot);
void OBJECT_OT_paths_clear(struct wmOperatorType *ot);
+void OBJECT_OT_forcefield_toggle(struct wmOperatorType *ot);
void OBJECT_OT_game_property_new(struct wmOperatorType *ot);
void OBJECT_OT_game_property_remove(struct wmOperatorType *ot);