forked from bartvdbraak/blender
Bugfix #3996
Particles were fully recalculated each time on frame advance, when they had an animation itself (like Ipo). Was not needed for dynamic particles.
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0e01b351fe
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@ -1610,8 +1610,10 @@ static void dag_object_time_update_flags(Object *ob)
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if(eff->type==EFF_WAVE)
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ob->recalc |= OB_RECALC_DATA;
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if(paf && paf->keys==NULL)
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else if(paf && paf->keys==NULL)
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ob->recalc |= OB_RECALC_DATA;
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else if((paf->flag & PAF_STATIC)==0)
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ob->recalc &= ~OB_RECALC; /* NOTE! this is because particles are baked... depsgraph doesnt understand it */
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}
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if((ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && (ob->fluidsimSettings)) {
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// fluidsimSettings might not be initialized during load...
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@ -486,6 +486,7 @@ void do_info_buttons(unsigned short event)
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if(G.f & G_VERTEXPAINT) set_vpaint(); /* Switch off vertex paint */
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if(G.f & G_TEXTUREPAINT) set_texturepaint(); /* Switch off tex paint */
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if(G.f & G_WEIGHTPAINT) set_wpaint(); /* Switch off weight paint */
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if(G.f & G_FACESELECT) set_faceselect(); /* Switch off face select */
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/* check all sets */
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sce1= G.main->scene.first;
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