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December 14, 2019, 11:44 (GMT)
USD: cmake capital NOT required
December 14, 2019, 11:41 (GMT)
USD: build without USD if library cannot be found
December 14, 2019, 11:18 (GMT)
support nicer drawing of sockets
December 14, 2019, 10:35 (GMT)
new Multi Execute node
December 14, 2019, 10:29 (GMT)
prevent trails and explosion in a the same particle system
December 14, 2019, 10:10 (GMT)
remove unused code
December 14, 2019, 10:02 (GMT)
Merge branch 'master' into functions
December 14, 2019, 09:02 (GMT)
Merge branch 'greasepencil-object' into greasepencil-refactor
December 14, 2019, 09:01 (GMT)
Merge branch 'master' into greasepencil-object
December 14, 2019, 02:31 (GMT)
GPencil: Refactor: Speedup: Only blend pixels rendered in the layer
December 14, 2019, 02:21 (GMT)
GPencil: Refactor: Implement Layer Masking
December 14, 2019, 02:21 (GMT)
GPencil: Refactor: Fix Overlay Blend mode

There was a mistake in the implementation. The step were reversed and
alpha was affecting the blend result.
December 14, 2019, 01:45 (GMT)
GPencil: Refactor: Add depth merge pass

This pass merge the stroke depth to the 3D depth buffer. This makes GP objs
to mask overlays correctly.

2D objects depth is using the object center depth only. This is to be
improved.
December 14, 2019, 01:39 (GMT)
Cleanup: GPencil: CamelCase for uniforms
December 14, 2019, 01:36 (GMT)
GPU: Framebuffer: Fix missing color mask
December 13, 2019, 20:25 (GMT)
GPencil: Refactor: Fix 3D stroke offset

The offset was way too big.
December 13, 2019, 20:24 (GMT)
GPencil: Refactor: Add depth test in the fragment shader

Now the GPencil object can correctly intersect the scene.

Previously (old implementation) 2D GPencil objects would poke through
in front meshes in certain situations (depending on stroke order). This is
now fixed.

This does not fix the intersection with the overlays.
December 13, 2019, 19:18 (GMT)
GPencil: Refactor: Fix overlay blending math

A sign error in optimized code.
December 13, 2019, 18:42 (GMT)
fix: find IDs used by output sockets as well
December 13, 2019, 18:40 (GMT)
GPU: Texture: Fix mistake in format classification

sRGBA format is well defined for use with framebuffers (based on 3.3 spec).
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021