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.
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@@ -4832,7 +4832,7 @@ static void object_panel_particle_system(Object *ob)
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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");
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}
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else {
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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");
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uiDefButF(block, NUM, B_PART_INIT, "Sta:", butx,(buty-=buth),butw,buth, &part->sta, -MAXFRAMEF, part->end, 100, 1, "Frame # to start emitting particles");
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uiDefButF(block, NUM, B_PART_INIT, "End:", butx,(buty-=buth),butw,buth, &part->end, part->sta, MAXFRAMEF, 100, 1, "Frame # to stop emitting particles");
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}
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