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authorSergey Sharybin <sergey.vfx@gmail.com>2018-03-16 13:14:38 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-03-16 13:14:38 +0300
commit3baf31e73a7176fac8081b6648ce768b9504c2b1 (patch)
tree538b169e0dea4b949e5dd8b5a39b9db786955d3e /source/blender/blenkernel/intern/particle_system.c
parent5de9c8f6f0f5157251b8f9f103455ba7f3bf826a (diff)
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!
Diffstat (limited to 'source/blender/blenkernel/intern/particle_system.c')
-rw-r--r--source/blender/blenkernel/intern/particle_system.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c
index 2a1e0f559d7..1a18528ba84 100644
--- a/source/blender/blenkernel/intern/particle_system.c
+++ b/source/blender/blenkernel/intern/particle_system.c
@@ -93,6 +93,7 @@
#include "PIL_time.h"
#include "RE_shader_ext.h"
+#include "DEG_depsgraph.h"
/* fluid sim particle import */
#ifdef WITH_MOD_FLUID
@@ -4405,8 +4406,6 @@ void BKE_particle_system_eval_init(EvaluationContext *UNUSED(eval_ctx),
Scene *scene,
Object *ob)
{
- if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
- printf("%s on %s\n", __func__, ob->id.name);
- }
+ DEG_debug_print_eval(__func__, ob->id.name, ob);
BKE_ptcache_object_reset(scene, ob, PTCACHE_RESET_DEPSGRAPH);
}