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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2007-11-27 01:09:57 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2007-11-27 01:09:57 +0300 |
commit | 7da56f4a9ba0bdd0cdcd40b8ca6e69d776d26abe (patch) | |
tree | 663c13aae5606937571ac1e7a4c77ca2866e75dd /source/blender/src/header_info.c | |
parent | 121dab1bcd9467bd8e11d0a82e83a1621758fd8e (diff) | |
parent | 770291b9ea1ec03d98b6bae4fd2a2d3f0091be41 (diff) |
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
Diffstat (limited to 'source/blender/src/header_info.c')
-rw-r--r-- | source/blender/src/header_info.c | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/source/blender/src/header_info.c b/source/blender/src/header_info.c index f4a572873d5..bf4beacaa58 100644 --- a/source/blender/src/header_info.c +++ b/source/blender/src/header_info.c @@ -486,9 +486,7 @@ void do_info_buttons(unsigned short event) /* exit modes... could become single call once */ exit_editmode(EM_FREEDATA|EM_WAITCURSOR); - if(G.f & G_VERTEXPAINT) set_vpaint(); /* Switch off vertex paint */ - if(G.f & G_TEXTUREPAINT) set_texturepaint(); /* Switch off tex paint */ - if(G.f & G_WEIGHTPAINT) set_wpaint(); /* Switch off weight paint */ + exit_paint_modes(); /* check all sets */ sce1= G.main->scene.first; |