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authorCampbell Barton <ideasman42@gmail.com>2019-04-29 12:29:41 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-29 12:29:41 +0300
commitc7f67d60fbe24df942bcde49aadf480ac6622e71 (patch)
tree10f6863146a0b2d56f2dcc06856d43fd321a37f7 /source/blender/editors/physics/physics_fluid.c
parent9bb47c512f748691a170891a74fffc0356af4800 (diff)
Cleanup: comments (long lines) in editors
Diffstat (limited to 'source/blender/editors/physics/physics_fluid.c')
-rw-r--r--source/blender/editors/physics/physics_fluid.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/editors/physics/physics_fluid.c b/source/blender/editors/physics/physics_fluid.c
index 1ec0aeffa17..fd092eb4b78 100644
--- a/source/blender/editors/physics/physics_fluid.c
+++ b/source/blender/editors/physics/physics_fluid.c
@@ -434,7 +434,8 @@ static void fluid_init_all_channels(bContext *C,
/* now scene data should be current according to animation system, so we fill the channels */
/* Domain time */
- // TODO: have option for not running sim, time mangling, in which case second case comes in handy
+ /* TODO: have option for not running sim, time mangling,
+ * in which case second case comes in handy. */
if (channels->DomainTime) {
time = get_fluid_rate(domainSettings) * (float)channels->aniFrameTime;
timeAtFrame = channels->timeAtFrame[i] + time;