forked from bartvdbraak/blender
Cloth/Collision modifier now gets add to the tail of the modifier stack as that is normal behaviour for all other modifiers, too.
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@ -3303,7 +3303,7 @@ static void object_collision__enabletoggle ( void *ob_v, void *arg2 )
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if(pd && (pd->deflect))
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{
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md = modifier_new ( eModifierType_Collision );
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BLI_addhead ( &ob->modifiers, md );
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BLI_addtail ( &ob->modifiers, md );
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DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
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allqueue(REDRAWBUTSEDIT, 0);
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allqueue(REDRAWVIEW3D, 0);
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@ -5164,7 +5164,7 @@ static void object_cloth__enabletoggle(void *ob_v, void *arg2)
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if (!md) {
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md = modifier_new(eModifierType_Cloth);
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BLI_addhead(&ob->modifiers, md);
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BLI_addtail(&ob->modifiers, md);
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DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
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allqueue(REDRAWBUTSEDIT, 0);
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