Added back a feature from the old particle system: negative start frame.

At the moment this does mean it will compute all the frames before the
point caching start frame on the first frame, which might be slow.
This commit is contained in:
2008-06-09 16:49:33 +00:00
parent f39758cddc
commit 4e2bb896b0
2 changed files with 15 additions and 4 deletions

View File

@@ -4832,7 +4832,7 @@ static void object_panel_particle_system(Object *ob)
uiDefButS(block, NUM, B_PART_RECALC, "Segments:", butx,(buty-=buth),butw,buth, &part->hair_step, 2.0, 50.0, 0, 0, "Amount of hair segments");
}
else {
uiDefButF(block, NUM, B_PART_INIT, "Sta:", butx,(buty-=buth),butw,buth, &part->sta, 1.0, part->end, 100, 1, "Frame # to start emitting particles");
uiDefButF(block, NUM, B_PART_INIT, "Sta:", butx,(buty-=buth),butw,buth, &part->sta, -MAXFRAMEF, part->end, 100, 1, "Frame # to start emitting particles");
uiDefButF(block, NUM, B_PART_INIT, "End:", butx,(buty-=buth),butw,buth, &part->end, part->sta, MAXFRAMEF, 100, 1, "Frame # to stop emitting particles");
}