= Fix for softbody collision mode selector =
This commit makes all softbody collision modes work as they should. Thanks to Genscher for noticing the issue. bjornmose, please check this commit.
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@@ -2900,11 +2900,11 @@ static void object_softbodies_II(Object *ob)
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uiDefButBitS(block, TOG, OB_SB_SELF, B_SOFTBODY_CHANGE, "Self Collision", 10,170,150,20, &ob->softflag, 0, 0, 0, 0, "enable naive vertex ball self collision");
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if(ob->softflag & OB_SB_SELF){
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uiDefButF(block, NUM, B_SOFTBODY_CHANGE, "Ball Size:", 160,170,150,20, &sb->colball, -10.0, 10.0, 10, 0, "Absolute ball size or factor if not manual adjusted");
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uiDefButS(block, ROW, B_DIFF, "Man",10,150,60,20, &sb->sbc_mode, 4.0,(float)0, 0, 0, "Manual adjust");
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uiDefButS(block, ROW, B_DIFF, "Av",70,150,60,20, &sb->sbc_mode, 4.0,(float)1, 0, 0, "Average Spring lenght * Ball Size");
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uiDefButS(block, ROW, B_DIFF, "Min",130,150,60,20, &sb->sbc_mode, 4.0,(float)2, 0, 0, "Minimal Spring lenght * Ball Size");
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uiDefButS(block, ROW, B_DIFF, "Max",190,150,60,20, &sb->sbc_mode, 4.0,(float)3, 0, 0, "Maximal Spring lenght * Ball Size");
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uiDefButS(block, ROW, B_DIFF, "AvMiMa",250,150,60,20, &sb->sbc_mode, 4.0,(float)4, 0, 0, "(Min+Max)/2 * Ball Size");
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uiDefButS(block, ROW, B_DIFF, "Man",10,150,60,20, &sb->sbc_mode, 4.0,SBC_MODE_MANUAL, 0, 0, "Manual adjust");
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uiDefButS(block, ROW, B_DIFF, "Av",70,150,60,20, &sb->sbc_mode, 4.0,SBC_MODE_AVG, 0, 0, "Average Spring lenght * Ball Size");
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uiDefButS(block, ROW, B_DIFF, "Min",130,150,60,20, &sb->sbc_mode, 4.0,SBC_MODE_MIN, 0, 0, "Minimal Spring lenght * Ball Size");
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uiDefButS(block, ROW, B_DIFF, "Max",190,150,60,20, &sb->sbc_mode, 4.0,SBC_MODE_MAX, 0, 0, "Maximal Spring lenght * Ball Size");
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uiDefButS(block, ROW, B_DIFF, "AvMiMa",250,150,60,20, &sb->sbc_mode, 4.0,SBC_MODE_AVGMINMAX, 0, 0, "(Min+Max)/2 * Ball Size");
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uiDefButF(block, NUM, B_DIFF, "B Stiff:", 10,130,150,20, &sb->ballstiff, 0.001, 100.0, 10, 0, "Ball inflating presure");
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uiDefButF(block, NUM, B_DIFF, "B Damp:", 160,130,150,20, &sb->balldamp, 0.001, 1.0, 10, 0, "Blending to inelastic collision");
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}
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