Commit: 596bf1aff632648095550eefa8cdc686de5dda6a
Author: Martin Felke
Date:   Thu Oct 8 19:51:42 2015 +0200
Branches: fracture_modifier
https://developer.blender.org/rB596bf1aff632648095550eefa8cdc686de5dda6a

allow freeslip / partialslip in fluid with export animated mesh on obstacle, 
for testing purpose with fracture modifier, attempting to reduce fluid jitter 
on moving shards

===================================================================

M       release/scripts/startup/bl_ui/properties_physics_fluid.py
M       source/blender/editors/physics/physics_fluid.c

===================================================================

diff --git a/release/scripts/startup/bl_ui/properties_physics_fluid.py 
b/release/scripts/startup/bl_ui/properties_physics_fluid.py
index d6fd8f3..96bd22d 100644
--- a/release/scripts/startup/bl_ui/properties_physics_fluid.py
+++ b/release/scripts/startup/bl_ui/properties_physics_fluid.py
@@ -126,8 +126,8 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel, Panel):
             col = split.column()
             subsplit = col.split()
             subcol = subsplit.column()
-            if fluid.use_animated_mesh:
-                subcol.enabled = False
+            #if fluid.use_animated_mesh:
+            #    subcol.enabled = False
             subcol.label(text="Slip Type:")
             subcol.prop(fluid, "slip_type", text="")
             if fluid.slip_type == 'PARTIALSLIP':
diff --git a/source/blender/editors/physics/physics_fluid.c 
b/source/blender/editors/physics/physics_fluid.c
index b5adf38..3b497c0 100644
--- a/source/blender/editors/physics/physics_fluid.c
+++ b/source/blender/editors/physics/physics_fluid.c
@@ -559,8 +559,8 @@ static void export_fluid_objects(ListBase *fobjects, Scene 
*scene, int length)
                        fsmesh.channelScale            = NULL;
                        
                        /* Override user settings, only noslip is supported 
here! */
-                       if (fsmesh.type != OB_FLUIDSIM_CONTROL)
-                               fsmesh.obstacleType = FLUIDSIM_OBSTACLE_NOSLIP;
+                       //if (fsmesh.type != OB_FLUIDSIM_CONTROL)
+                       //      fsmesh.obstacleType = FLUIDSIM_OBSTACLE_NOSLIP;
                }
                
                elbeemAddMesh(&fsmesh);

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