Blender Git Commit Log

All Blender Git commits.

Page: 3416 / 8462

March 16, 2018, 15:44 (GMT)
Cleanup: naming and const parameter.
March 16, 2018, 14:44 (GMT)
UI: Remove unlink text for default palette

This is not standard and we remove while we found a better solution.
March 16, 2018, 14:09 (GMT)
Outliner: Clicking on GP Layers will activate them
March 16, 2018, 13:10 (GMT)
Fix bug: Appended brush comes with empty palette
March 16, 2018, 11:26 (GMT)
Merge branch 'master' into blender2.8
March 16, 2018, 11:24 (GMT)
Depsgraph: Support colored addresses in debug prints

Enabled with --debug-depsgraph-pretty, only works with ANSI terminals.

Thanks Bastien for review!
March 16, 2018, 11:16 (GMT)
Add Truecolor ANSI console constants

They are used to start and end colored output in console.
Use with care, it is up to you to check that console actually
supports Truecolor ANSII.

In thew future we can extend this to other consoles and platforms.
March 16, 2018, 11:11 (GMT)
Hash: Add utility function to convert address to rgb values

Some magic hashing, will become handy to make debug messages
easier to follow.
March 16, 2018, 10:24 (GMT)
Merge branch 'master' into blender2.8
March 16, 2018, 10:14 (GMT)
Depsgraph: Move evaluation debug prints to depsgraph

This way we can easily control format and keep it consistent.

And also possibly do other trickery, like coloring addresses!
March 16, 2018, 09:55 (GMT)
Merge branch 'blender2.8' into greasepencil-object
March 16, 2018, 09:51 (GMT)
Reset color name only if not valid for the palette
March 16, 2018, 09:48 (GMT)
Fix compiler error (field name wrong)
March 16, 2018, 07:50 (GMT)
GWN: Uncomment a (now) usefull assert
March 16, 2018, 07:50 (GMT)
Eevee: Add warning comment about ubo/texture persistence.

More info on bindings persistence here :
8a692da7f81d8b0798f4aeebaa4a1123693fc279
March 16, 2018, 07:50 (GMT)
Clay: Small cleanup.

Use persistent binds for the texture and UBOs.
Remove use of stencil.
March 16, 2018, 07:50 (GMT)
DRW: Fix/refactor UBO & Texture binding.

Previous approach was not clear enough and caused problems.
UBOs were taking slots and not release them after a shading group even
if this UBO was only for this Shading Group (notably the nodetree ubo,
since we now share the same GPUShader for identical trees).

So I choose to have a better defined approach:
- Standard texture and ubo calls are assured to be valid for the shgrp
they are called from.
- (new) Persistent texture and ubo calls are assured to be valid accross
shgrps unless the shader changes.

The standards calls are still valids for the next shgrp but are not assured
to be so if this new shgrp binds a new texture.

This enables some optimisations by not adding redundant texture and ubo
binds.
March 16, 2018, 06:33 (GMT)
GP Color Picker - Make the highlight cover the names of each color too

This makes it more consistent with the normal big-icon popup menus
March 16, 2018, 06:19 (GMT)
Fix: Adding GP Monkey didn't refresh Properties Editor
March 16, 2018, 06:06 (GMT)
Fix: Prevent GP Primitives (Rectangle/Circle) from getting added when active layer is locked/hidden
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021